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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/// does not expose them.** Every engine surface owes a gallery element in the
412/// change that lands it; the element a second flora needs is a valley overlay,
413/// and one is writable now that a one-area campaign's single prefab states an
414/// extent ([`crate::placement::Extent`], `DW0855`) — the reason recorded here
415/// was that no two-file overlay could ring a map, and that reason is spent.
416/// What is left is that nothing has written the element, and a surface lands
417/// with its element or it does not land. The shape is flat rather than
418/// per-base tagged, and a param foreign to the declared base is refused
419/// (`DW0853`) — so an `ocean` cannot quietly carry a `rim_height` that nothing
420/// reads.
421#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
422#[serde(deny_unknown_fields)]
423pub struct HorizonSpec {
424    /// The base — what surrounds the map.
425    pub base: HorizonBase,
426    /// `valley`: the surround's total footprint as a multiple of the map's, on
427    /// each axis (`2.0..=3.0`, default 2.5).
428    #[serde(default, skip_serializing_if = "Option::is_none")]
429    pub ratio: Option<f64>,
430    /// `valley`: crest height of the rim over the gap floor (`16..=128`,
431    /// default 48).
432    #[serde(default, skip_serializing_if = "Option::is_none")]
433    pub rim_height: Option<i32>,
434}
435
436/// Pinned horizon param defaults. One table, so the doc comments, the resolver
437/// and the diagnostics cannot drift.
438pub mod horizon_defaults {
439    /// `valley.ratio`.
440    pub const RATIO: f64 = 2.5;
441    /// `valley.ratio` lower bound — below 2.0 the annulus has no room for a
442    /// gap floor and a slope run both.
443    pub const RATIO_MIN: f64 = 2.0;
444    /// `valley.ratio` upper bound — above 3.0 the surround is mostly terrain a
445    /// body never reaches, at a cost that is all shipped bytes.
446    pub const RATIO_MAX: f64 = 3.0;
447    /// `valley.rim_height`.
448    pub const RIM_HEIGHT: i32 = 48;
449    /// `valley.rim_height` lower bound — a rim under 16 does not close the
450    /// horizon from a body standing on the gap floor.
451    pub const RIM_HEIGHT_MIN: i32 = 16;
452    /// `valley.rim_height` upper bound — the build range is 384 blocks tall and
453    /// the surround has to fit under whatever the map puts above it.
454    pub const RIM_HEIGHT_MAX: i32 = 128;
455}
456
457/// A horizon with both wire forms desugared and every default applied — the
458/// only view downstream code reads.
459#[derive(Clone, Copy, Debug, PartialEq)]
460pub struct ResolvedHorizon {
461    /// The base.
462    pub base: HorizonBase,
463    /// `valley.ratio`.
464    pub ratio: f64,
465    /// `valley.rim_height`.
466    pub rim_height: i32,
467}
468
469impl Default for ResolvedHorizon {
470    fn default() -> Self {
471        ResolvedHorizon {
472            base: HorizonBase::Void,
473            ratio: horizon_defaults::RATIO,
474            rim_height: horizon_defaults::RIM_HEIGHT,
475        }
476    }
477}
478
479impl ResolvedHorizon {
480    /// The resolved horizon of `base` with every param at its pinned default.
481    pub fn of_base(base: HorizonBase) -> Self {
482        ResolvedHorizon {
483            base,
484            ..Default::default()
485        }
486    }
487}
488
489impl Horizon {
490    /// Desugar either wire form to the one resolved view, defaults applied.
491    pub fn resolved(&self) -> ResolvedHorizon {
492        match self {
493            Horizon::Name(base) => ResolvedHorizon::of_base(*base),
494            Horizon::Spec(s) => ResolvedHorizon {
495                base: s.base,
496                ratio: s.ratio.unwrap_or(horizon_defaults::RATIO),
497                rim_height: s.rim_height.unwrap_or(horizon_defaults::RIM_HEIGHT),
498            },
499        }
500    }
501
502    /// The resolved base.
503    pub fn base(&self) -> HorizonBase {
504        self.resolved().base
505    }
506
507    /// True when this declaration needs the horizon-library surface: the object
508    /// form, or a bare name for a base that did not exist before it.
509    ///
510    /// The two bases that predate the library stay writable as bare names at
511    /// the version that introduced them, and their emission does not move —
512    /// which is what makes this a widening rather than a break. What is fenced
513    /// is saying something the old surface had no spelling for.
514    pub fn needs_horizon_library(&self) -> bool {
515        match self {
516            Horizon::Spec(_) => true,
517            Horizon::Name(base) => match base {
518                HorizonBase::Void | HorizonBase::Ocean => false,
519                HorizonBase::Valley => true,
520            },
521        }
522    }
523}
524
525/// The resolved base of an optional stage-1 `horizon` field — `Void` when
526/// absent. The one helper every downstream consumer (placement, the ambient
527/// model, emission) goes through, so that a new base cannot be forgotten at one
528/// of them.
529pub fn horizon_base(horizon: &Option<Horizon>) -> HorizonBase {
530    horizon.as_ref().map(|h| h.base()).unwrap_or_default()
531}
532
533/// The resolved view of an optional stage-1 `horizon` field, with defaults
534/// applied for an absent one.
535pub fn resolved_horizon(horizon: &Option<Horizon>) -> ResolvedHorizon {
536    horizon.as_ref().map(|h| h.resolved()).unwrap_or_default()
537}
538
539/// The default boundary `margin` (blocks of horizontal breathing room added
540/// around the derived region). Separate function so `serde(default = …)` and the
541/// documented literal cannot drift.
542fn default_margin() -> u16 {
543    16
544}
545
546/// A playable-region boundary declaration (DSL v0.6, spec-0013). The region
547/// itself is **derived** by the compiler (union of the final placed-piece AABBs,
548/// inflated horizontally by `margin`, unbounded upward, floored at the lowest
549/// placed block − 8) — never authored — so "every anchor is inside" is structural.
550/// Enforcement is a per-second clock that returns any player outside the region to
551/// the last checkpoint (`dw:cp`) with an actionbar message and a soft sound; no
552/// damage, no items lost.
553#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
554#[serde(deny_unknown_fields)]
555pub struct Boundary {
556    /// Horizontal breathing room in blocks added around the derived region on
557    /// every side (default 16). Range-checked to `0..=64` (`DW0321`).
558    #[serde(default = "default_margin")]
559    pub margin: u16,
560    /// Actionbar message shown on return. Absent = the compiler's English default.
561    /// When set, it is inventoried under l10n key `world.boundary.message` and is
562    /// translated like every other player-facing string.
563    #[serde(default, skip_serializing_if = "Option::is_none")]
564    pub message: Option<String>,
565}
566
567/// A supplemental-lighting fixture the relight pass may place (DSL v0.5,
568/// spec-0010 fixture registry v1). The theme choice stays in the DSL layer; the
569/// compiler owns the placement rule and block-light emission.
570#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
571#[serde(rename_all = "kebab-case")]
572pub enum Fixture {
573    /// Floor torch (block light 14); `wall_torch` on a wall face as fallback.
574    Torch,
575    /// Ceiling-hung lantern (block light 15); floor-sitting as fallback.
576    Lantern,
577    /// Floor campfire (block light 15); never on or adjacent to a required path
578    /// cell (it is a damage source).
579    Campfire,
580    /// Embedded shroomlight (block light 15); replaces a solid wall/ceiling block.
581    Shroomlight,
582}
583
584impl Fixture {
585    /// The kebab id (`torch` / `lantern` / `campfire` / `shroomlight`).
586    pub fn token(self) -> &'static str {
587        match self {
588            Fixture::Torch => "torch",
589            Fixture::Lantern => "lantern",
590            Fixture::Campfire => "campfire",
591            Fixture::Shroomlight => "shroomlight",
592        }
593    }
594}
595
596/// A per-area supplemental-lighting declaration (DSL v0.5, spec-0010). Its
597/// presence puts the area on the relight path: the compiler guarantees every
598/// reachable walkable cell reaches `min_light` by placing `fixture`s, or fails
599/// with `DW0211` if it cannot.
600#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
601#[serde(deny_unknown_fields)]
602pub struct AreaLighting {
603    /// The fixture the relight pass places.
604    pub fixture: Fixture,
605    /// The minimum block+sky light guaranteed on reachable walkable cells
606    /// (1..=14, default 7). Range-checked (`DW0196`).
607    #[serde(default = "default_min_light")]
608    pub min_light: u8,
609}
610
611/// Default `min_light` for an [`AreaLighting`] declaration (spec-0010).
612fn default_min_light() -> u8 {
613    7
614}
615
616/// A per-area **darkness mitigation** declaration (DSL v0.6).
617///
618/// The first-class answer to "this area is meant to be dark, and the players are
619/// equipped for it". Declaring it is what makes the compiler *emit* the mitigation
620/// (a clocked `effect give … night_vision` scoped to the area's placed bounds) and
621/// what satisfies the `DW0210` darkness gate — one declaration, one mechanism, no
622/// gap between the check and the feature.
623///
624/// It replaces the pre-0.6 heuristic that read a class kit item's display *name*
625/// for `night vision`: that accepted a renamed water bottle, so the gate passed
626/// while nothing in the world granted night vision (owner, island QA).
627#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
628#[serde(rename_all = "kebab-case")]
629pub enum AreaMitigation {
630    /// Every player inside the area's placed bounds is kept under
631    /// `minecraft:night_vision` by a compiler-emitted 1 s clock.
632    NightVision,
633}
634
635/// One area of the world, bound to a single prefab or a jigsaw prefab pool.
636///
637/// An area binds **exactly one of** `prefab` (single piece) or `prefab_pool`
638/// (+ `pieces`, jigsaw multi-piece assembly, ADR-0004). The exclusivity and
639/// pool-existence rules are enforced by validation (`DW0160` / `DW0161`); the
640/// full jigsaw layout semantics are spec-0002's.
641#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
642#[serde(deny_unknown_fields)]
643pub struct Area {
644    /// Unique area id.
645    pub id: AreaId,
646    /// Player-facing area name.
647    pub name: String,
648    /// The single prefab bound to this area (mutually exclusive with
649    /// `prefab_pool`).
650    #[serde(default, skip_serializing_if = "Option::is_none")]
651    pub prefab: Option<PrefabId>,
652    /// The jigsaw prefab pool bound to this area (mutually exclusive with
653    /// `prefab`); requires `pieces`.
654    #[serde(default, skip_serializing_if = "Option::is_none")]
655    pub prefab_pool: Option<PoolId>,
656    /// Jigsaw piece-count bounds (only with `prefab_pool`).
657    #[serde(default, skip_serializing_if = "Option::is_none")]
658    pub pieces: Option<Pieces>,
659    /// Optional supplemental-lighting declaration (DSL v0.5, spec-0010). When
660    /// present, the compiler's relight pass guarantees `min_light` on every
661    /// reachable walkable cell of this area by placing the declared fixture, or
662    /// fails with `DW0211`. Absent = no relight (the area is judged as-assembled,
663    /// with `DW0210` if a reachable walkable cell is dark and unmitigated).
664    #[serde(default, skip_serializing_if = "Option::is_none")]
665    pub lighting: Option<AreaLighting>,
666    /// Optional darkness-mitigation declaration (DSL v0.6). `night-vision` makes
667    /// the compiler emit a clocked `effect give` over this area's placed bounds and
668    /// is the (only) declaration that satisfies `DW0210` without `lighting`.
669    /// Independent of `lighting`: an area may declare both (fixtures *and* the
670    /// effect), either, or neither.
671    #[serde(default, skip_serializing_if = "Option::is_none")]
672    pub mitigation: Option<AreaMitigation>,
673}
674
675/// Inclusive piece-count bounds for a jigsaw `prefab_pool` area.
676#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
677#[serde(deny_unknown_fields)]
678pub struct Pieces {
679    /// Minimum number of pieces to assemble.
680    pub min: u32,
681    /// Maximum number of pieces to assemble.
682    pub max: u32,
683}
684
685// ---------------------------------------------------------------------------
686// Body traversal — the declaration every body that moves carries (DSL v0.11,
687// spec-0034)
688// ---------------------------------------------------------------------------
689
690/// How a body gets around.
691///
692/// The compiler DERIVES this from the entity id for every body (spiders climb,
693/// ghasts fly, `#minecraft:aquatic` swims, and everything else — including every
694/// id the table has never heard of — is [`Locomotion::Ground`], the checked
695/// class). [`BodyTraversal`] is the author's side of the same vocabulary: one
696/// enum, so a declaration and a derivation can never mean different things.
697///
698/// The vocabulary lives in this crate rather than in the compiler because it is
699/// now DSL surface; the compiler re-exports it and owns the derivation table
700/// (`compiler::traversal`).
701#[derive(
702    Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
703)]
704#[serde(rename_all = "kebab-case")]
705pub enum Locomotion {
706    /// Walks, steps and jumps — the default and the CHECKED class.
707    Ground,
708    /// Climbs sheer vertical surfaces (vanilla's `Spider` class).
709    Climber,
710    /// Leaves the ground under its own power.
711    Flier,
712    /// A member of vanilla's `#minecraft:aquatic` tag. A ledger classification
713    /// that exempts nothing, which is why it may not be **declared**
714    /// (`DW0455`) — see [`BodyTraversal`].
715    Aquatic,
716}
717
718impl Locomotion {
719    /// The stable kebab token this class is written and reported under.
720    pub fn token(self) -> &'static str {
721        match self {
722            Locomotion::Ground => "ground",
723            Locomotion::Climber => "climber",
724            Locomotion::Flier => "flier",
725            Locomotion::Aquatic => "aquatic",
726        }
727    }
728
729    /// Every class, in ledger order — so a report can never silently drop a row
730    /// when a class is added.
731    pub const ALL: [Locomotion; 4] = [
732        Locomotion::Ground,
733        Locomotion::Climber,
734        Locomotion::Flier,
735        Locomotion::Aquatic,
736    ];
737}
738
739/// What a body can do when it moves, **declared by the author** (DSL v0.11,
740/// spec-0034).
741///
742/// Carried by every object class in the DSL that has a body and a position and
743/// is walked by a compiler-emitted route — the stage-2 [`Npc`] and the stage-5
744/// [`Actor`]. It is deliberately one shared type on both rather than a field
745/// per consumer: traversal is a property of a body that moves, not of the verb
746/// that first needed it (CLAUDE.md), and a second bespoke field would be the
747/// defect rather than the fix.
748///
749/// **A declaration is a claim the build holds you to, never an opt-out.** The
750/// compiler compares the verdicts this body earns under the declared class
751/// against the ones it earns under its species' derived class; a declaration
752/// that changes no verdict is inert and is `DW0454`. So declaring `climber` on
753/// a sheep is only accepted where that sheep's route really does go over a
754/// barrier line — the exception is authored and proven, instead of happening by
755/// accident and merely rendering.
756///
757/// **What is deliberately NOT here: `opens_gates`.** Passing a closed fence gate
758/// is a right-click, a scripted walk is a compiler-emitted `tp` polyline whose
759/// puppet performs no interaction at all, and no runtime verb changes a fence
760/// gate's block state. Declaring it would not make it true, so the error tier
761/// (`DW0452`) has no authorable exemption and a declaration can never reach it.
762#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
763#[serde(deny_unknown_fields)]
764pub struct BodyTraversal {
765    /// How this body gets around, overriding what its entity id implies.
766    pub locomotion: Locomotion,
767}
768
769/// One object class that has a **body the compiler stages**: a declared
770/// position, a declared species, and a compiler-emitted route.
771///
772/// A sum type rather than a flattened tuple, so **adding a body class is a
773/// compile error at every consumer** until each one says what it does with it.
774/// The alternative — each rule walking the classes it happens to remember — is
775/// the defect class CLAUDE.md names: a hand-rolled walk that
776/// enumerated three of five effect roots.
777///
778/// **Keyed to the object, not to the verb that first needed it.** This type was
779/// introduced for [`BodyTraversal`] and read, for a while, as "one consumer of
780/// `BodyTraversal`" — which is why its only enumeration
781/// ([`body_traversal_sites`]) was filtered to bodies declaring a traversal, and
782/// why the second property a body carries, its [`NpcSkin`], had no enumeration
783/// at all: the bake walked the stage-2 npc list by hand, and an actor's skin was
784/// emitted into the summon, never baked into the pack, and never refused.
785/// A body's properties belong to the body. [`body_sites`] is the unfiltered
786/// walk; a per-property enumeration is a *filter* over it, never a second walk.
787///
788/// Deliberately NOT a member: [`WaveMob`]. A wave mob has a body and a position,
789/// but it is driven by **native vanilla AI**, never by a compiler-emitted route,
790/// so the compiler makes no claim about the moves it makes and a locomotion
791/// declaration on it could change no verdict. It declares no `skin` either — the
792/// exclusion holds for both properties, and the schema says so
793/// (`crates/dsl/tests/body_skin_sites.rs`). It becomes a member the day the lane
794/// proof reasons about how its bodies move — and it joins here, through this
795/// same type, rather than through a field of its own.
796#[derive(Clone, Copy, Debug)]
797pub enum BodyRef<'a> {
798    /// A stage-2 NPC, walked by `move-npc`.
799    Npc(&'a Npc),
800    /// A stage-5 scripted actor, walked by `move-actor`.
801    Actor(&'a Actor),
802}
803
804impl<'a> BodyRef<'a> {
805    /// The declaring stage's wire name (`npcs` / `quests`) — also the stage
806    /// whose `dsl_version` fences this body's declaration.
807    pub fn stage(self) -> &'static str {
808        match self {
809            BodyRef::Npc(_) => "npcs",
810            BodyRef::Actor(_) => "quests",
811        }
812    }
813
814    /// The body's declared id.
815    pub fn id(self) -> &'a str {
816        match self {
817            BodyRef::Npc(n) => n.id.as_str(),
818            BodyRef::Actor(a) => a.id.as_str(),
819        }
820    }
821
822    /// The entity id written on the body. **Not necessarily the body that
823    /// ships**: a `skin` re-dresses it as a `minecraft:mannequin`, which is the
824    /// compiler's rule (`nav::npc_body_entity`) and stays there.
825    pub fn declared_entity(self) -> &'a str {
826        match self {
827            BodyRef::Npc(n) => n.base_entity.as_str(),
828            BodyRef::Actor(a) => a.entity.as_str(),
829        }
830    }
831
832    /// **The mark this body is placed on** — the anchor the engine summons it
833    /// at, for every class alike.
834    ///
835    /// A body's placement is a property of the body, not of the stage list that
836    /// happens to declare it: a mark is a cell, and a cell holds one body. The
837    /// rule that reads this ([`crate::compiler`]'s `DW0896`, via
838    /// [`body_sites`]) therefore quantifies over npcs and actors in one pass
839    /// rather than over `actors[]`, which is where the seven-men-one-anchor
840    /// muster came from.
841    pub fn anchor(self) -> &'a AnchorId {
842        match self {
843            BodyRef::Npc(n) => &n.anchor,
844            BodyRef::Actor(a) => &a.anchor,
845        }
846    }
847
848    /// The area whose anchor table resolves [`Self::anchor`] first, when this
849    /// class declares one.
850    ///
851    /// A stage-2 npc names its area and is resolved inside it; a stage-5 actor
852    /// names none and is resolved across every placed piece, exactly as an
853    /// `open-gate` / `move-actor` destination is. Stated here so the resolution
854    /// rule is one rule over both classes and not a per-call-site habit.
855    pub fn area(self) -> Option<&'a AreaId> {
856        match self {
857            BodyRef::Npc(n) => Some(&n.area),
858            BodyRef::Actor(_) => None,
859        }
860    }
861
862    /// Whether this body stands on its mark from **world init**, with no effect
863    /// having to fire.
864    ///
865    /// A stage-2 npc does unless it is `deferred`; a stage-5 actor never does —
866    /// a puppet exists only from the `spawn-actor` that summons it, which is why
867    /// an actor no `spawn-actor` names never exists at all (`DW0477` says so of
868    /// a billed elite).
869    pub fn at_world_init(self) -> bool {
870        match self {
871            BodyRef::Npc(n) => !n.deferred,
872            BodyRef::Actor(_) => false,
873        }
874    }
875
876    /// Whether a **player** can end this body's life.
877    ///
878    /// An npc body is emitted `Invulnerable:1b` unconditionally, so nothing a
879    /// player does removes it; an actor's puppet is `Invulnerable` unless it
880    /// declares [`Actor::vulnerable`]. A body a player can kill is one whose
881    /// lifetime the compiler cannot bound, which is the whole of what this
882    /// answers.
883    pub fn killable_by_players(self) -> bool {
884        match self {
885            BodyRef::Npc(_) => false,
886            BodyRef::Actor(a) => a.vulnerable,
887        }
888    }
889
890    /// This body's traversal declaration, if it carries one.
891    pub fn traversal(self) -> Option<&'a BodyTraversal> {
892        match self {
893            BodyRef::Npc(n) => n.traversal.as_ref(),
894            BodyRef::Actor(a) => a.traversal.as_ref(),
895        }
896    }
897
898    /// This body's skin declaration, if it carries one.
899    ///
900    /// A skinned body of **either** class ships as a `minecraft:mannequin`
901    /// whose `profile.texture` resolves to `delvewright:npc/<campaign_id>/<texture_id>`,
902    /// so either one owes the same `skins/<texture_id>.png` under the same refusal
903    /// (`DW0309`). Answering it here is what stops the bake from being a
904    /// property of one class.
905    pub fn skin(self) -> Option<&'a NpcSkin> {
906        match self {
907            BodyRef::Npc(n) => n.skin.as_ref(),
908            BodyRef::Actor(a) => a.skin.as_ref(),
909        }
910    }
911
912    /// This class's name in the JSON Schema export (`delvec schema --stage all`).
913    ///
914    /// The join between the closed Rust set and the schema, which is the only
915    /// authority on *which object classes declare what*. `body_skin_sites.rs`
916    /// compares the two.
917    pub fn class(self) -> &'static str {
918        match self {
919            BodyRef::Npc(_) => "Npc",
920            BodyRef::Actor(_) => "Actor",
921        }
922    }
923
924    /// Every body class, by schema name. The closed set, stated once.
925    pub const ALL_CLASSES: [&'static str; 2] = ["Npc", "Actor"];
926}
927
928/// A staged body declaration, with the JSON pointer at the declaration itself.
929///
930/// The pointer is at the OBJECT (`/content/npcs/3`), not at any one of its
931/// fields: a per-property site appends its own field name. A pointer built per
932/// property is how two walks of one population start disagreeing about where a
933/// thing was declared.
934#[derive(Clone, Debug)]
935pub struct BodySite<'a> {
936    /// Which object class declared it, and the object itself.
937    pub body: BodyRef<'a>,
938    /// JSON pointer at the declaration, for a diagnostic path.
939    pub path: String,
940}
941
942/// **Every** body the campaign declares, in stage order: stage-2 npcs in
943/// declaration order, then stage-5 actors in declaration order.
944///
945/// The one walk of the campaign's bodies. A rule about a property a body carries
946/// is a *filter* over this ([`body_traversal_sites`], [`body_skin_sites`]) — never
947/// a second traversal, and never a hand-written loop over one stage's list,
948/// which is exactly how an actor's skin came to be emitted but never baked.
949pub fn body_sites(c: &crate::envelope::Campaign) -> Vec<BodySite<'_>> {
950    let mut out: Vec<BodySite<'_>> = Vec::new();
951    for (i, n) in c.npcs.content.npcs.iter().enumerate() {
952        out.push(BodySite {
953            body: BodyRef::Npc(n),
954            path: format!("/content/npcs/{i}"),
955        });
956    }
957    for (i, a) in c.quests.content.actors.iter().enumerate() {
958        out.push(BodySite {
959            body: BodyRef::Actor(a),
960            path: format!("/content/actors/{i}"),
961        });
962    }
963    out
964}
965
966/// A body that carries a [`BodyTraversal`] declaration, with the JSON pointer at
967/// it.
968#[derive(Clone, Debug)]
969pub struct BodyTraversalSite<'a> {
970    /// Which object class declared it, and the object itself.
971    pub body: BodyRef<'a>,
972    /// JSON pointer at the `traversal` field, for a diagnostic path.
973    pub path: String,
974    /// The declaration.
975    pub traversal: &'a BodyTraversal,
976}
977
978/// Every body in the campaign that DECLARES a traversal, in stage order.
979///
980/// The one enumeration of the declaration's consumers, shared by the DSL's value
981/// check (`DW0455`) and by the compiler's proof (`DW0454`), so "which object
982/// classes carry this" is answered in exactly one place.
983pub fn body_traversal_sites(c: &crate::envelope::Campaign) -> Vec<BodyTraversalSite<'_>> {
984    body_sites(c)
985        .into_iter()
986        .filter_map(|s| {
987            s.body.traversal().map(|t| BodyTraversalSite {
988                body: s.body,
989                path: format!("{}/traversal", s.path),
990                traversal: t,
991            })
992        })
993        .collect()
994}
995
996/// A body that carries an [`NpcSkin`] declaration, with the JSON pointer at it.
997#[derive(Clone, Debug)]
998pub struct BodySkinSite<'a> {
999    /// Which object class declared it, and the object itself.
1000    pub body: BodyRef<'a>,
1001    /// JSON pointer at the `skin` field, for a diagnostic path.
1002    pub path: String,
1003    /// The declaration.
1004    pub skin: &'a NpcSkin,
1005}
1006
1007/// Every body in the campaign that DECLARES a skin, in stage order.
1008///
1009/// The one enumeration of what the resource-pack bake must serve and what
1010/// `DW0309` must refuse, for every class alike — a skinned npc and a skinned
1011/// actor are the same fact about two bodies.
1012///
1013/// **Declarations, not textures.** Two bodies may name one `texture_id` (an npc
1014/// and the puppet that plays it), and the caller decides what that means; the
1015/// bake reads each file once.
1016pub fn body_skin_sites(c: &crate::envelope::Campaign) -> Vec<BodySkinSite<'_>> {
1017    body_sites(c)
1018        .into_iter()
1019        .filter_map(|s| {
1020            s.body.skin().map(|k| BodySkinSite {
1021                body: s.body,
1022                path: format!("{}/skin", s.path),
1023                skin: k,
1024            })
1025        })
1026        .collect()
1027}
1028
1029/// The **mutable mirror** of [`body_skin_sites`]: every skin declaration in the
1030/// campaign, in the identical order, exposed mutably so one pass can rewrite what
1031/// every emitter will read ([`crate::l10n::namespace_skin_textures`]).
1032///
1033/// It carries no [`BodyRef`] and no pointer, because a rewrite needs neither and a
1034/// borrow of the whole body would forbid the field it is there to change. What it
1035/// does owe is the **same population**: a body class that declares a skin and is
1036/// missing here would keep an un-namespaced texture and collide with every other
1037/// delve, silently. `body_skin_sites_mut_is_the_same_walk`
1038/// (`crates/dsl/tests/body_skin_sites.rs`) pins that over a campaign carrying one
1039/// body of every class in [`BodyRef::ALL_CLASSES`] — the closed set the schema
1040/// export is compared against in the same file, so a new body class turns that
1041/// coverage red and both walks are visited together.
1042pub fn body_skins_mut(c: &mut crate::envelope::Campaign) -> Vec<&mut NpcSkin> {
1043    let mut out: Vec<&mut NpcSkin> = Vec::new();
1044    out.extend(
1045        c.npcs
1046            .content
1047            .npcs
1048            .iter_mut()
1049            .filter_map(|n| n.skin.as_mut()),
1050    );
1051    out.extend(
1052        c.quests
1053            .content
1054            .actors
1055            .iter_mut()
1056            .filter_map(|a| a.skin.as_mut()),
1057    );
1058    out
1059}
1060
1061// ---------------------------------------------------------------------------
1062// Stage 2 — npcs
1063// ---------------------------------------------------------------------------
1064
1065/// Stage 2 payload: the campaign's NPCs (casting sheets).
1066#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1067#[serde(deny_unknown_fields)]
1068pub struct NpcsContent {
1069    /// All NPCs in the campaign.
1070    pub npcs: Vec<Npc>,
1071}
1072
1073/// A stationary NPC bound to an area anchor (a casting sheet, spec-0001 v0.2).
1074///
1075/// Stage 2 carries **no dialogue** — the structured [`Persona`] is the character
1076/// contract the stage-6 `dialogue` tree must honor.
1077#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1078#[serde(deny_unknown_fields)]
1079pub struct Npc {
1080    /// Unique NPC id.
1081    pub id: NpcId,
1082    /// Player-facing name.
1083    pub name: String,
1084    /// NPC role.
1085    pub role: Role,
1086    /// The area this NPC stands in (stage-1 ref).
1087    pub area: AreaId,
1088    /// The prefab anchor this NPC stands on.
1089    pub anchor: AnchorId,
1090    /// The vanilla entity to re-dress, e.g. `minecraft:villager`.
1091    pub base_entity: String,
1092    /// The structured persona (character contract for stage 6).
1093    pub persona: Persona,
1094    /// Optional player-model skin (DSL v0.4, spec-0008 §6 / spec-0009). When set,
1095    /// the compiler emits a `minecraft:mannequin` body carrying this skin profile
1096    /// instead of re-dressing `base_entity`; the interaction hitbox is unchanged.
1097    /// Non-skinned NPCs are byte-identical to v0.3.
1098    #[serde(default, skip_serializing_if = "Option::is_none")]
1099    pub skin: Option<NpcSkin>,
1100    /// Deferred entrance (DSL v0.6): when `true` the NPC is **not** summoned at
1101    /// world init — its body and interaction hitbox only appear when a
1102    /// [`Verb::SpawnNpc`] fires, at this same `anchor`. The dual of
1103    /// `despawn-npc`: a character with a scripted entrance must not stand at its
1104    /// mark as a statue from minute one. A deferred NPC that no `spawn-npc` ever
1105    /// spawns is unreachable content (`DW0197`). Default `false` = summoned at
1106    /// init, byte-identical to pre-0.6.
1107    #[serde(default, skip_serializing_if = "is_false")]
1108    pub deferred: bool,
1109    /// What this body can do when it moves (DSL v0.11, spec-0034). Absent = the
1110    /// class the compiler derives from `base_entity` (or from `minecraft:mannequin`
1111    /// when `skin` is set — the body that actually ships). See [`BodyTraversal`]:
1112    /// the declaration must change a verdict or it is `DW0454`, and it can never
1113    /// reach the error tier.
1114    #[serde(default, skip_serializing_if = "Option::is_none")]
1115    pub traversal: Option<BodyTraversal>,
1116}
1117
1118/// A mannequin NPC's player-model skin (DSL v0.4). The skin PNG is sourced from
1119/// the campaign dir's `skins/<texture_id>.png` and ships in the per-delve resource
1120/// pack at `assets/delvewright/textures/npc/<campaign_id>/<texture_id>.png`, which
1121/// is what the mannequin's `profile.texture` resolves to. The delve's own
1122/// directory is stamped on at emission ([`crate::l10n::namespace_skin_textures`])
1123/// — a client merges every applied pack's textures into ONE space, so two delves
1124/// that both cast a `keeper` would otherwise wear each other's faces. Nothing a
1125/// creator writes or names on disk carries it.
1126#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1127#[serde(deny_unknown_fields)]
1128pub struct NpcSkin {
1129    /// Skin id: the PNG basename under `skins/`, and the last segment of the
1130    /// resource-pack texture path (a bare kebab token; validated by `DW0190`).
1131    pub texture_id: String,
1132    /// Player model. **Required** (spec-0009): an omitted model renders slim, so
1133    /// a wide skin on a slim model is distorted — the compiler always emits it.
1134    pub model: SkinModel,
1135}
1136
1137/// Player-model shape for a mannequin skin (`wide` = classic/Steve, `slim` =
1138/// Alex). Emitted verbatim into the mannequin `profile.model`.
1139#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1140#[serde(rename_all = "kebab-case")]
1141pub enum SkinModel {
1142    /// Classic 4-pixel arms (Steve).
1143    Wide,
1144    /// Slim 3-pixel arms (Alex).
1145    Slim,
1146}
1147
1148impl SkinModel {
1149    /// The vanilla `profile.model` token.
1150    pub fn token(self) -> &'static str {
1151        match self {
1152            SkinModel::Wide => "wide",
1153            SkinModel::Slim => "slim",
1154        }
1155    }
1156}
1157
1158/// A structured casting sheet. Structure lives in the
1159/// keys; every value is free text. `archetype`, `speech_style` and `motivation`
1160/// are required; the rest are optional.
1161#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1162#[serde(deny_unknown_fields)]
1163pub struct Persona {
1164    /// One-line character archetype (required).
1165    pub archetype: String,
1166    /// How the NPC speaks — register, tics, formality (required).
1167    pub speech_style: String,
1168    /// Emotional bearing toward the player (optional).
1169    #[serde(default, skip_serializing_if = "Option::is_none")]
1170    pub demeanor: Option<String>,
1171    /// What the NPC wants (required).
1172    pub motivation: String,
1173    /// Something the NPC hides (optional).
1174    #[serde(default, skip_serializing_if = "Option::is_none")]
1175    pub secret: Option<String>,
1176    /// Backstory colour (optional).
1177    #[serde(default, skip_serializing_if = "Option::is_none")]
1178    pub backstory: Option<String>,
1179    /// Attitudes toward other same-stage NPCs (optional; refs validated).
1180    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1181    pub relationships: Vec<Relationship>,
1182}
1183
1184/// One persona relationship: an attitude toward another same-stage NPC.
1185#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1186#[serde(deny_unknown_fields)]
1187pub struct Relationship {
1188    /// The other NPC (stage-2 ref, validated within stage 2).
1189    pub npc: NpcId,
1190    /// Free-text attitude toward that NPC.
1191    pub attitude: String,
1192}
1193
1194/// What a speaking part does. A schema enum offers what the engine accepts,
1195/// so there are two of them: how hard a fight is billed is [`EncounterTier`] on
1196/// the body that fights (a `waves[]` entry or a stage-5 actor), not a role here.
1197#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1198#[serde(rename_all = "kebab-case")]
1199pub enum Role {
1200    /// Gives and advances quests.
1201    QuestGiver,
1202    /// Flavor only.
1203    Flavor,
1204}
1205
1206// ---------------------------------------------------------------------------
1207// Stage 6 — dialogue
1208// ---------------------------------------------------------------------------
1209
1210/// Stage 6 payload: one dialogue tree per stage-2 NPC (spec-0001 v0.2).
1211#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1212#[serde(deny_unknown_fields)]
1213pub struct DialogueContent {
1214    /// One tree per NPC (1:1 with stage 2, both directions).
1215    pub dialogues: Vec<NpcDialogue>,
1216}
1217
1218impl DialogueContent {
1219    /// The dialogue tree for an NPC id, if present.
1220    pub fn tree_for(&self, npc: &str) -> Option<&NpcDialogue> {
1221        self.dialogues.iter().find(|t| t.npc.as_str() == npc)
1222    }
1223}
1224
1225/// One NPC's dialogue tree: a root node plus a set of nodes.
1226#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1227#[serde(deny_unknown_fields)]
1228pub struct NpcDialogue {
1229    /// The NPC this tree belongs to (stage-2 ref).
1230    pub npc: NpcId,
1231    /// The entry node id; every node must be reachable from it.
1232    pub root: DialogueId,
1233    /// The dialogue nodes.
1234    pub nodes: Vec<DialogueNode>,
1235}
1236
1237impl NpcDialogue {
1238    /// The ids of the nodes reachable from `roots` by following option `next`
1239    /// edges, ignoring every option gate.
1240    ///
1241    /// **The one authority for "what can this tree show, entered here".** A
1242    /// dialogue tree has more than one entry point — the stage-6 `root`, and
1243    /// every node a quest's `cast` ledger names as a scene — so "reachable" is
1244    /// always relative to a root SET, and each consumer supplies the set its own
1245    /// question is about. `DW0120`/`DW0123` ask about every entry point at once;
1246    /// the cast ledger's `DW0858` asks about the scenes live during one
1247    /// objective. Gates are ignored on purpose: an option's flag gate is
1248    /// `DW0191`'s question, not this one's.
1249    ///
1250    /// Root ids that name no node of this tree contribute nothing (a dangling
1251    /// scene root is `DW0464`, and a dangling stage-6 `root` is `DW0121`).
1252    pub fn reachable_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1253        let by_id: BTreeMap<&'a str, &'a DialogueNode> =
1254            self.nodes.iter().map(|n| (n.id.as_str(), n)).collect();
1255        let mut seen: BTreeSet<&'a str> = BTreeSet::new();
1256        let mut stack: Vec<&'a str> = roots
1257            .iter()
1258            .filter_map(|r| by_id.get_key_value(*r).map(|(k, _)| *k))
1259            .collect();
1260        while let Some(cur) = stack.pop() {
1261            if !seen.insert(cur) {
1262                continue;
1263            }
1264            let Some(node) = by_id.get(cur) else { continue };
1265            for opt in &node.options {
1266                if let Some(next) = &opt.next
1267                    && let Some((k, _)) = by_id.get_key_value(next.as_str())
1268                {
1269                    stack.push(k);
1270                }
1271            }
1272        }
1273        seen
1274    }
1275
1276    /// The objective ids some option reachable from `roots` completes — what a
1277    /// player entering this tree at those scenes can actually finish.
1278    pub fn completes_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1279        let seen = self.reachable_from(roots);
1280        let mut out: BTreeSet<&'a str> = BTreeSet::new();
1281        for node in &self.nodes {
1282            if !seen.contains(node.id.as_str()) {
1283                continue;
1284            }
1285            for opt in &node.options {
1286                for eff in &opt.effects {
1287                    if let DialogueEffect::CompleteObjective { objective } = eff {
1288                        out.insert(objective.as_str());
1289                    }
1290                }
1291            }
1292        }
1293        out
1294    }
1295}
1296
1297/// One dialogue node: text plus branching options.
1298#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1299#[serde(deny_unknown_fields)]
1300pub struct DialogueNode {
1301    /// Node id (unique within this NPC's dialogue).
1302    pub id: DialogueId,
1303    /// The line the NPC speaks.
1304    pub text: String,
1305    /// Branching options; empty closes the dialog.
1306    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1307    pub options: Vec<DialogueOption>,
1308}
1309
1310/// One selectable dialogue option.
1311#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1312#[serde(deny_unknown_fields)]
1313pub struct DialogueOption {
1314    /// Button label.
1315    pub label: String,
1316    /// The full line this button is the caption of (DSL v0.8). Vanilla's dialog button codec
1317    /// (`CommonButtonData`) carries an optional `tooltip` component beside
1318    /// `label`, and the client hangs it on the button as a real hover tooltip —
1319    /// so a caption on the button and the sentence the character actually says
1320    /// can both exist. **Not** subject to `DW0331`: a tooltip is not drawn on the
1321    /// 150 px button, it is wrapped at 170 px into its own hover box, so it never
1322    /// scrolls. Player-visible, so it translates like the label
1323    /// (`dlg.<npc>.<node>.opt.<i>.tooltip`).
1324    #[serde(default, skip_serializing_if = "Option::is_none")]
1325    pub tooltip: Option<String>,
1326    /// Next node; omitted closes the dialog.
1327    #[serde(default, skip_serializing_if = "Option::is_none")]
1328    pub next: Option<DialogueId>,
1329    /// Flags that must be set for this option to be shown (DSL v0.4). Mirrors an
1330    /// objective's `requires_flags`: an ungated option (empty) is unchanged; a
1331    /// gated option is hidden until every referenced flag has been set by a
1332    /// `set-flag` effect (quest or dialogue). Validation guarantees a flag-gated
1333    /// option cannot make a critical-path node unreachable (`DW0191`).
1334    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1335    pub requires_flags: Vec<FlagId>,
1336    /// Negative flag gate (DSL v0.6): the option is
1337    /// **hidden** (and its `/trigger` handler inert) while ANY listed flag is set
1338    /// for the player — the dual of `requires_flags`. A `forbids_flags`-gated
1339    /// option counts as *gated* for the `DW0191` deadlock guard: it can be
1340    /// suppressed at any point, so it cannot be the only completing path.
1341    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1342    pub forbids_flags: Vec<FlagId>,
1343    /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
1344    /// hold for this gate to be open. The third field of the one gate, carried by
1345    /// every gate consumer — never by the verb that first wanted it. Default
1346    /// empty, so a pre-0.10 campaign is byte-identical.
1347    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1348    pub requires_state: Vec<StateCompare>,
1349    /// Effects fired when this option is chosen.
1350    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1351    pub effects: Vec<DialogueEffect>,
1352    /// What choosing this option does to the story (spec-0025). Required for a
1353    /// **story-weight** beat
1354    /// — an option carrying a `set-flag` effect, which is how a player's choice
1355    /// forks the world (`DW0481`). An option that only walks the tree or
1356    /// completes an objective needs none: the objective already declares one.
1357    #[serde(default, skip_serializing_if = "Option::is_none")]
1358    pub happening: Option<Happening>,
1359}
1360
1361/// Effect fired by a dialogue option. `complete-objective` (v0.2) and, from DSL
1362/// v0.4, `set-flag` (mirrors the quest effect — sets a campaign flag from a
1363/// dialogue choice, enabling flag-gated options/objectives/triggers).
1364#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1365#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
1366pub enum DialogueEffect {
1367    /// Marks a stage-5 objective complete.
1368    CompleteObjective {
1369        /// The objective to complete (resolved at the stage-5 boundary).
1370        objective: ObjectiveId,
1371    },
1372    /// Sets a campaign flag (DSL v0.4), mirroring [`Verb::SetFlag`].
1373    SetFlag {
1374        /// The flag to set.
1375        flag: FlagId,
1376    },
1377    /// Cuts the world time (DSL v0.5), mirroring [`Verb::SetTime`].
1378    SetTime {
1379        /// The time state to cut to.
1380        time: WorldTime,
1381    },
1382    /// Cuts the weather (DSL v0.5), mirroring [`Verb::SetWeather`].
1383    SetWeather {
1384        /// The weather state to cut to.
1385        weather: WorldWeather,
1386    },
1387    /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012), mirroring
1388    /// [`Verb::SetCheckpoint`] — usable from a dialogue outcome.
1389    SetCheckpoint {
1390        /// The prefab checkpoint anchor the party respawns at.
1391        anchor: AnchorId,
1392        /// Per-player effects re-run on respawn while this checkpoint is active
1393        /// (scene reset). Empty = no hook.
1394        #[serde(default, skip_serializing_if = "Vec::is_empty")]
1395        on_respawn: Vec<QuestEffect>,
1396    },
1397    /// Summons a `deferred` stage-2 NPC (DSL v0.6), mirroring
1398    /// [`Verb::SpawnNpc`] — a character who walks in mid-conversation.
1399    SpawnNpc {
1400        /// The NPC (stage-2 ref) to summon.
1401        npc: NpcId,
1402    },
1403}
1404
1405impl DialogueEffect {
1406    /// The v0.5 effect name if this dialogue effect is one introduced in DSL v0.5
1407    /// (`set-time`/`set-weather`, spec-0010).
1408    pub fn v05_effect(&self) -> Option<&'static str> {
1409        match self {
1410            DialogueEffect::SetTime { .. } => Some("set-time"),
1411            DialogueEffect::SetWeather { .. } => Some("set-weather"),
1412            _ => None,
1413        }
1414    }
1415
1416    /// The v0.6 effect name if this dialogue effect is one introduced in DSL v0.6
1417    /// (`set-checkpoint`, spec-0012; `spawn-npc`).
1418    pub fn v06_effect(&self) -> Option<&'static str> {
1419        match self {
1420            DialogueEffect::SetCheckpoint { .. } => Some("set-checkpoint"),
1421            DialogueEffect::SpawnNpc { .. } => Some("spawn-npc"),
1422            _ => None,
1423        }
1424    }
1425
1426    /// The NPC id if this is a v0.6 `spawn-npc` dialogue effect.
1427    pub fn spawn_npc(&self) -> Option<&NpcId> {
1428        match self {
1429            DialogueEffect::SpawnNpc { npc } => Some(npc),
1430            _ => None,
1431        }
1432    }
1433
1434    /// **The body this dialogue effect puts into the world**, by id — the
1435    /// dialogue half of [`QuestEffect::body_entry`].
1436    ///
1437    /// A body can enter the world from a conversation as well as from a quest
1438    /// bundle, and a rule about what is standing where has to enumerate **every**
1439    /// entry point or it is a gate with a door beside it. This enum carries no
1440    /// exit at all: nothing a dialogue option does removes a body.
1441    pub fn body_entry(&self) -> Option<&str> {
1442        match self {
1443            DialogueEffect::SpawnNpc { npc } => Some(npc.as_str()),
1444            _ => None,
1445        }
1446    }
1447
1448    /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` dialogue effect.
1449    pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
1450        match self {
1451            DialogueEffect::SetCheckpoint { anchor, on_respawn } => {
1452                Some((anchor, on_respawn.as_slice()))
1453            }
1454            _ => None,
1455        }
1456    }
1457
1458    /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect —
1459    /// **effect root 5** ([`crate::effects`]). Named separately from
1460    /// [`Self::set_checkpoint`] so the root walk and its mutable mirror name the
1461    /// same accessor modulo mutability, which is what lets one macro body generate
1462    /// both.
1463    pub fn set_checkpoint_on_respawn(&self) -> Option<&[QuestEffect]> {
1464        match self {
1465            DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_slice()),
1466            _ => None,
1467        }
1468    }
1469
1470    /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect, exposed
1471    /// mutably so the localization pass can rewrite the player-visible strings
1472    /// nested inside it. Lockstep sibling of [`Self::set_checkpoint`] — the bundle
1473    /// is a plain `Vec<QuestEffect>` that emission really lowers, so every scan
1474    /// that reaches it read-only needs a way to reach it writable too.
1475    pub fn set_checkpoint_on_respawn_mut(&mut self) -> Option<&mut [QuestEffect]> {
1476        match self {
1477            DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_mut_slice()),
1478            _ => None,
1479        }
1480    }
1481}
1482
1483impl DialogueEffect {
1484    /// The `set-flag` flag id if this is a v0.4 `set-flag` dialogue effect.
1485    pub fn set_flag(&self) -> Option<&FlagId> {
1486        match self {
1487            DialogueEffect::SetFlag { flag } => Some(flag),
1488            _ => None,
1489        }
1490    }
1491
1492    /// The v0.4 effect name if this dialogue effect is one introduced in DSL v0.4
1493    /// (`set-flag`).
1494    pub fn v04_effect(&self) -> Option<&'static str> {
1495        match self {
1496            DialogueEffect::SetFlag { .. } => Some("set-flag"),
1497            _ => None,
1498        }
1499    }
1500
1501    /// The target time if this is a v0.5 `set-time` dialogue effect.
1502    pub fn set_time(&self) -> Option<WorldTime> {
1503        match self {
1504            DialogueEffect::SetTime { time } => Some(*time),
1505            _ => None,
1506        }
1507    }
1508
1509    /// The target weather if this is a v0.5 `set-weather` dialogue effect.
1510    pub fn set_weather(&self) -> Option<WorldWeather> {
1511        match self {
1512            DialogueEffect::SetWeather { weather } => Some(*weather),
1513            _ => None,
1514        }
1515    }
1516}
1517
1518// ---------------------------------------------------------------------------
1519// Stage 3 — classes
1520// ---------------------------------------------------------------------------
1521
1522/// Stage 3 payload: 1..4 selectable classes.
1523#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1524#[serde(deny_unknown_fields)]
1525pub struct ClassesContent {
1526    /// The selectable classes.
1527    pub classes: Vec<Class>,
1528}
1529
1530/// A player class with a starting kit.
1531#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1532#[serde(deny_unknown_fields)]
1533pub struct Class {
1534    /// Unique class id.
1535    pub id: ClassId,
1536    /// Player-facing name.
1537    pub name: String,
1538    /// Selection-screen blurb.
1539    pub blurb: String,
1540    /// Granted items.
1541    pub kit: Vec<KitItem>,
1542}
1543
1544/// One item in a class kit.
1545///
1546/// Note: `lore`, `enchantments` and `attributes` are reserved for M2/M3
1547/// (spec-0001). They are intentionally *not* defined as fields in v0, so a
1548/// document using them is rejected as an unknown field (`DW0100`).
1549#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1550#[serde(deny_unknown_fields)]
1551pub struct KitItem {
1552    /// Vanilla item id, validated against the pinned 1.21.11 registry.
1553    pub item: String,
1554    /// Stack count.
1555    pub count: u32,
1556    /// Optional display name.
1557    #[serde(default, skip_serializing_if = "Option::is_none")]
1558    pub name: Option<String>,
1559    /// Who gets it (DSL v0.6, spec-0018). Absent = [`Carrier::All`]. A class kit is
1560    /// per-player gear by construction — every player who picks the class gets the
1561    /// kit — so `carrier` here marks a **party-unique** kit item: exactly one copy
1562    /// enters the party, given to the first player to pick this class.
1563    #[serde(default, skip_serializing_if = "Option::is_none")]
1564    pub carrier: Option<Carrier>,
1565    /// **The flask** (DSL v0.8, spec-0016 §1): this kit
1566    /// entry is the class's recovery item, and resting at a bonfire replenishes
1567    /// it to exactly `count`. A campaign that places a `bonfire` and declares no
1568    /// flask anywhere in its kits is `DW0476` — the estus loop is what makes
1569    /// dying an investment, so a souls campaign without one is a build error, not
1570    /// a design choice. Absent on every pre-0.8 kit → emission byte-identical.
1571    #[serde(default, skip_serializing_if = "is_false")]
1572    pub flask: bool,
1573    /// **What is in the bottle** (DSL v0.8, spec-0016 §1): the vanilla
1574    /// `minecraft:potion_contents` component of a
1575    /// potion-bearing item ([`POTION_BEARING_ITEMS`]). Without it a
1576    /// `minecraft:potion` is the *Uncraftable Potion* — a bottle that heals
1577    /// nothing — which is exactly the placeholder flask this field exists to
1578    /// abolish, so at `dsl_version` 0.8.0 a potion-bearing kit item that declares
1579    /// no `contents` is `DW0487`.
1580    #[serde(default, skip_serializing_if = "Option::is_none")]
1581    pub contents: Option<PotionContents>,
1582}
1583
1584/// The items whose vanilla item definition carries a `minecraft:potion_contents`
1585/// component — the only items a kit `contents` may be declared on (`DW0486`).
1586///
1587/// Read off the pinned 1.21.11 `item_components` summary (SHA-256
1588/// `51b191e13f86813ca02f1498942e5bc235947edb71eb8105a78401670b3665c4`, the same
1589/// misode/mcmeta ref `crates/delvec/data/PROVENANCE.md` pins): exactly these
1590/// four items declare the component, and on any other item the game drops the
1591/// data on the floor.
1592pub const POTION_BEARING_ITEMS: &[&str] = &[
1593    "minecraft:lingering_potion",
1594    "minecraft:potion",
1595    "minecraft:splash_potion",
1596    "minecraft:tipped_arrow",
1597];
1598
1599/// True if `item_id` (optionally un-namespaced) is one of the four
1600/// [`POTION_BEARING_ITEMS`].
1601pub fn is_potion_bearing_item(item_id: &str) -> bool {
1602    let norm = if item_id.contains(':') {
1603        item_id.to_string()
1604    } else {
1605        format!("minecraft:{item_id}")
1606    };
1607    POTION_BEARING_ITEMS.contains(&norm.as_str())
1608}
1609
1610/// The two **instantaneous** status effects: they are applied once, on the tick
1611/// the potion is drunk (`PotionContents.applyToLivingEntity` branches on
1612/// `isInstantenous` before any effect instance is ever added), so a `duration` on
1613/// one is a statement the game never reads — `DW0486` says so rather than letting
1614/// an author believe they wrote a thirty-second heal.
1615pub const INSTANT_EFFECTS: &[&str] = &["minecraft:instant_health", "minecraft:instant_damage"];
1616
1617/// A potion-bearing kit item's `minecraft:potion_contents` component (DSL v0.8),
1618/// modelled field for field on vanilla rather than invented: a **named** potion,
1619/// a list of **custom effects**, or both, plus the bottle-colour override.
1620///
1621/// Vanilla resolves a drink as the named potion's effects followed by the custom
1622/// ones, and derives the bottle colour from those effects unless `color`
1623/// overrides it — so `{"potion": "minecraft:strong_healing"}` is literally the
1624/// Potion of Healing II a player would brew, not an approximation of one.
1625#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1626#[serde(deny_unknown_fields)]
1627pub struct PotionContents {
1628    /// A named vanilla potion id (`minecraft:strong_healing`,
1629    /// `minecraft:long_night_vision`, …), validated against the pinned 1.21.11
1630    /// `potion` registry (`DW0486`).
1631    #[serde(default, skip_serializing_if = "Option::is_none")]
1632    pub potion: Option<String>,
1633    /// Custom effects applied on top of (or instead of) the named potion — the
1634    /// escape hatch for a recovery item vanilla has no brew for.
1635    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1636    pub effects: Vec<PotionEffect>,
1637    /// Bottle-colour override, `#rrggbb` (vanilla `custom_color`). Absent → the
1638    /// colour vanilla derives from the effects themselves.
1639    #[serde(default, skip_serializing_if = "Option::is_none")]
1640    pub color: Option<String>,
1641}
1642
1643/// One entry of a potion's `custom_effects` list.
1644#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1645#[serde(deny_unknown_fields)]
1646pub struct PotionEffect {
1647    /// Vanilla status-effect id (e.g. `minecraft:regeneration`), validated
1648    /// against the pinned registry (`DW0486`).
1649    pub effect: String,
1650    /// How long it lasts, in **ticks** (20 = one second). Required for every
1651    /// effect except the two [`INSTANT_EFFECTS`], which must NOT declare one.
1652    #[serde(default, skip_serializing_if = "Option::is_none")]
1653    pub duration: Option<u32>,
1654    /// Amplifier, 0 = level I (vanilla's unsigned byte, so 0–255). Absent = 0.
1655    #[serde(default, skip_serializing_if = "Option::is_none")]
1656    pub amplifier: Option<u32>,
1657}
1658
1659impl PotionEffect {
1660    /// True if this effect is applied once on drinking rather than over time.
1661    pub fn is_instant(&self) -> bool {
1662        let norm = crate::registry::namespaced_effect_id(&self.effect);
1663        INSTANT_EFFECTS.contains(&norm.as_str())
1664    }
1665}
1666
1667/// The largest `duration` a potion effect may declare, in ticks: 1 000 000 ticks
1668/// ≈ 13.9 hours, past the 10-hour delve ceiling, so nothing a delve can legally
1669/// need is refused — while a duration typed in *milliseconds*, or one that would
1670/// overflow vanilla's int, is caught (`DW0486`).
1671pub const MAX_POTION_DURATION_TICKS: u32 = 1_000_000;
1672
1673/// The largest `amplifier` a potion effect may declare: vanilla stores it in an
1674/// unsigned byte, so 255 is not a policy but the end of the field.
1675pub const MAX_POTION_AMPLIFIER: u32 = 255;
1676
1677/// The largest `seconds` a [`Verb::GiveEffect`] may declare, derived from
1678/// [`MAX_POTION_DURATION_TICKS`] rather than chosen again: the two are the same
1679/// quantity in different units, and a second independently-picked ceiling is how
1680/// two limits for one fact drift apart. ≈13.9 hours, past the 10-hour delve
1681/// ceiling, so nothing a delve can legally need is refused — while a duration
1682/// typed in *ticks* or in milliseconds is caught (`DW0541`).
1683pub const MAX_EFFECT_SECONDS: u32 = MAX_POTION_DURATION_TICKS / 20;
1684
1685/// The canonical English title of the bonfire rest dialog. Baked at emit time
1686/// when the campaign authors no `prompt`, in the
1687/// `world.boundary.message` tradition: a compiler default is not inventoried, an
1688/// authored line is — so a delve that wants this sentence in `zh-cn` authors it.
1689pub const BONFIRE_PROMPT_EN: &str = "Bonfire";
1690/// The canonical English label of the **rest and save** option.
1691pub const BONFIRE_REST_LABEL_EN: &str = "Rest and save";
1692/// The canonical English label of the **save only** option.
1693pub const BONFIRE_SAVE_LABEL_EN: &str = "Save only";
1694
1695/// A `bonfire`'s authored rest-dialog strings, each `None` when the campaign
1696/// leaves the compiler's canonical English in place
1697/// ([`QuestEffect::bonfire_labels`]).
1698#[derive(Clone, Copy, Debug, PartialEq, Eq)]
1699pub struct BonfireLabels<'a> {
1700    /// Dialog title; `None` → [`BONFIRE_PROMPT_EN`].
1701    pub prompt: Option<&'a str>,
1702    /// **Rest and save** button label; `None` → [`BONFIRE_REST_LABEL_EN`].
1703    pub rest_label: Option<&'a str>,
1704    /// **Save only** button label; `None` → [`BONFIRE_SAVE_LABEL_EN`].
1705    pub save_label: Option<&'a str>,
1706}
1707
1708impl BonfireLabels<'_> {
1709    /// The dialog title actually emitted.
1710    pub fn prompt_or_default(&self) -> &str {
1711        self.prompt.unwrap_or(BONFIRE_PROMPT_EN)
1712    }
1713    /// The **rest and save** label actually emitted.
1714    pub fn rest_or_default(&self) -> &str {
1715        self.rest_label.unwrap_or(BONFIRE_REST_LABEL_EN)
1716    }
1717    /// The **save only** label actually emitted.
1718    pub fn save_or_default(&self) -> &str {
1719        self.save_label.unwrap_or(BONFIRE_SAVE_LABEL_EN)
1720    }
1721}
1722
1723// ---------------------------------------------------------------------------
1724// Stage 4 — quest-plan
1725// ---------------------------------------------------------------------------
1726
1727/// Stage 4 payload: the quest dependency plan.
1728#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1729#[serde(deny_unknown_fields)]
1730pub struct QuestPlanContent {
1731    /// Planned quests (expanded in stage 5).
1732    pub quests: Vec<PlannedQuest>,
1733    /// The quest whose completion ends the campaign.
1734    pub finale: QuestId,
1735    /// The campaign's declared **story forks** (DSL v0.8, spec-0025). Empty/absent = a campaign that claims to have no
1736    /// branch — which the compiler then *verifies* rather than assumes: any flag
1737    /// that gates casts, staging or structure and is set on some playthroughs and
1738    /// not others belongs to no declared point and is `DW0480`.
1739    ///
1740    /// Enumerated branches are the **product of the declared points**, so the
1741    /// branch set is authored and small — never a combinatorial sweep of every
1742    /// flag in the campaign.
1743    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1744    pub branch_points: Vec<BranchPoint>,
1745}
1746
1747impl QuestPlanContent {
1748    /// **The ONE authority on which quests are the spine**: the finale and every
1749    /// quest its `depends_on` chain transitively demands — the quests a body
1750    /// cannot reach the finale without.
1751    ///
1752    /// The capability belongs here, on the stage-4 document, because the spine is
1753    /// a fact about the quest plan and about nothing else. It had grown two
1754    /// derivations of the same closure in two files — one inline in
1755    /// [`crate::validate`]'s `DW0132` convergence check, one a private
1756    /// `mandatory_quests` in [`crate::layout`] read by the layout binding and by
1757    /// the critical-path spine obligation. Both were correct and neither said it
1758    /// was the authority, which is exactly the shape a later clean merge turns
1759    /// into two rules that disagree.
1760    ///
1761    /// **Why the closure is taken over the raw `depends_on` edges, unfiltered.**
1762    /// The `validate` copy first dropped every dep naming a quest the plan does
1763    /// not declare. That filtering is not this function's question: a dangling
1764    /// `depends_on` is `DW0112`'s finding, and silently pruning it here would
1765    /// make the set disagree with the document it is derived from. So an id the
1766    /// plan does not declare is reported in the spine and expands no further —
1767    /// and the one reader that could care, `DW0132`, only ever asks whether a
1768    /// **declared** quest is a member, so an undeclared member cannot change its
1769    /// verdict.
1770    ///
1771    /// Cycle-safe by construction (a quest already in the set is not expanded
1772    /// again), so a plan `DW0130` will refuse still yields a set rather than
1773    /// hanging.
1774    ///
1775    /// **Not the same question as the `mandatory` field**, and the name says so
1776    /// deliberately. Today the two sets always coincide, because `DW0132` demands
1777    /// every declared quest be a transitive dependency of the finale and `DW0866`
1778    /// demands every quest set `mandatory: true`. If `mandatory: false` ever
1779    /// becomes legal those coincide no longer, and this function keeps answering
1780    /// the graph question it has always answered.
1781    #[must_use]
1782    pub fn spine(&self) -> BTreeSet<&str> {
1783        let deps: BTreeMap<&str, &[QuestId]> = self
1784            .quests
1785            .iter()
1786            .map(|q| (q.id.as_str(), q.depends_on.as_slice()))
1787            .collect();
1788        let mut spine: BTreeSet<&str> = BTreeSet::new();
1789        let mut stack = vec![self.finale.as_str()];
1790        while let Some(q) = stack.pop() {
1791            if !spine.insert(q) {
1792                continue;
1793            }
1794            for dep in deps.get(q).copied().unwrap_or(&[]) {
1795                stack.push(dep.as_str());
1796            }
1797        }
1798        spine
1799    }
1800
1801    /// **The ONE authority on which quests are elective** (spec-0051): the
1802    /// quests declaring `mandatory: false`.
1803    ///
1804    /// The counterpart to [`Self::spine`], and deliberately a *different*
1805    /// question. `spine` asks what the graph demands; this asks what the author
1806    /// claims. `DW0866`/`DW0867` are exactly the rules that keep the two
1807    /// answers honest about each other, and they can only do that while each
1808    /// side has one derivation — which is the defect the spine function was
1809    /// created to end, and which a second private `!q.mandatory` filter in the
1810    /// compiler would re-introduce on the other half.
1811    #[must_use]
1812    pub fn optional(&self) -> BTreeSet<&str> {
1813        self.quests
1814            .iter()
1815            .filter(|q| !q.mandatory)
1816            .map(|q| q.id.as_str())
1817            .collect()
1818    }
1819}
1820
1821/// One declared story fork (DSL v0.8, spec-0025).
1822///
1823/// A branch point names the flag set the story forks on, the quest at which the
1824/// fork opens, and every branch it offers. Each branch pins the point's whole
1825/// flag set: the flags it lists are **set**, and every other flag of `forks_on`
1826/// is **not** — which is what makes exclusive-content leakage (`DW0484`) and
1827/// per-branch cast resolution (`DW0483`) decidable instead of hopeful.
1828#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1829#[serde(deny_unknown_fields)]
1830pub struct BranchPoint {
1831    /// Unique branch-point id.
1832    pub id: BranchPointId,
1833    /// The quest at which the fork opens — every branch's divergent content is at
1834    /// or after it in the stage-4 DAG.
1835    pub opens_at: QuestId,
1836    /// The flag set the story forks on. Every branch's `flags` is a subset of
1837    /// this, and the flags it does not list are pinned **unset** on that branch.
1838    pub forks_on: Vec<FlagId>,
1839    /// The alternatives (≥ 2).
1840    pub branches: Vec<BranchDecl>,
1841}
1842
1843/// One alternative of a [`BranchPoint`] (DSL v0.8, spec-0025).
1844#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1845#[serde(deny_unknown_fields)]
1846pub struct BranchDecl {
1847    /// Unique branch id (campaign-wide — it names the emitted chronicle file).
1848    pub id: BranchId,
1849    /// The subset of the point's `forks_on` that is SET on this branch. The rest
1850    /// of `forks_on` is pinned unset. An empty list is legal — the "took neither
1851    /// option" branch — as long as it is genuinely reachable.
1852    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1853    pub flags: Vec<FlagId>,
1854    /// Where this branch goes: either the `quest/<kebab>` the branches converge
1855    /// at, or the `ending/<kebab>` this branch runs to.
1856    ///
1857    /// One field, not two mutually exclusive ones, because the **id prefix
1858    /// already says which it is** — the same convention every cross-stage
1859    /// reference in the DSL uses. That is what makes "exactly one of them" an
1860    /// unrepresentable state rather than a rule some diagnostic has to police: a
1861    /// value that is neither a syntactically valid `quest/…` nor `ending/…` is
1862    /// the ordinary malformed-id `DW0110`, and one that names nothing is the
1863    /// ordinary dangling-reference `DW0112`.
1864    pub leads_to: String,
1865}
1866
1867impl BranchDecl {
1868    /// The convergence quest, if [`Self::leads_to`] names one.
1869    pub fn converges_at(&self) -> Option<QuestId> {
1870        let q = QuestId(self.leads_to.clone());
1871        q.is_valid_syntax().then_some(q)
1872    }
1873
1874    /// The ending, if [`Self::leads_to`] names one.
1875    pub fn ending(&self) -> Option<EndingId> {
1876        let e = EndingId(self.leads_to.clone());
1877        e.is_valid_syntax().then_some(e)
1878    }
1879}
1880
1881/// What a story node does to the story (DSL v0.8, spec-0025).
1882///
1883/// The generalization of spec-0020's `doing` from NPC presence to event flow: a
1884/// design that never got written down node by node cannot compile. It is
1885/// **node-local on purpose** — there is no parallel per-branch script document
1886/// that could itself drift from the graph.
1887///
1888/// `text` is authoring/validation metadata, never shown to a player, so it is
1889/// deliberately **excluded from the l10n inventory** exactly like `doing`. The
1890/// compiler reads only `verb` and `subject`; `text` is the flesh the per-branch
1891/// chronicle is assembled from.
1892#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1893#[serde(deny_unknown_fields)]
1894pub struct Happening {
1895    /// The structured event verb — the machine-decidable part.
1896    pub verb: HappeningVerb,
1897    /// One line of prose stating what this node does to the story.
1898    pub text: String,
1899    /// What the event happens TO: an `npc/`, `actor/`, `wave/` or `anchor/` id
1900    /// (validated — a dangling one is `DW0112`), or an `item/<kebab>` label for a
1901    /// story token the campaign tracks by hand. Optional, because not every beat
1902    /// is about somebody; the hard-contradiction proof (`DW0485`) reasons only
1903    /// over the beats that name one.
1904    #[serde(default, skip_serializing_if = "Option::is_none")]
1905    pub subject: Option<String>,
1906}
1907
1908/// The structured event vocabulary (DSL v0.8, spec-0025).
1909///
1910/// Deliberately small and closed. These ten verbs are what make a subset of
1911/// narrative errors machine-decidable per branch (`DW0485`); everything else a
1912/// beat means lives in [`Happening::text`], which the compiler never interprets.
1913/// Extend only when a real campaign cannot state its beat with what is here.
1914#[derive(
1915    Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
1916)]
1917#[serde(rename_all = "kebab-case")]
1918pub enum HappeningVerb {
1919    /// The subject is killed / destroyed. Terminal: nothing the subject does may
1920    /// follow it on the same branch.
1921    Dies,
1922    /// The subject comes through alive — the explicit counterpart of `dies`,
1923    /// which is what lets a branch state that somebody *did not* die.
1924    Survives,
1925    /// The subject leaves the stage (offstage, not dead). Cleared by `arrives`.
1926    Departs,
1927    /// The subject enters the stage.
1928    Arrives,
1929    /// Somebody learns a fact — the true-information beat.
1930    Learns,
1931    /// Somebody comes to believe something (whether or not it is true) — the beat
1932    /// that carries a wrong belief forward, which is where branch drift shows.
1933    Believes,
1934    /// The party (or the subject) gains a thing.
1935    Gains,
1936    /// The party (or the subject) loses a thing. A second `loses` with no
1937    /// intervening `gains` is spending what is already spent (`DW0485`).
1938    Loses,
1939    /// A way is opened.
1940    Opens,
1941    /// A way is sealed. Cleared by `opens`.
1942    Seals,
1943}
1944
1945/// One planned quest (dependency-graph node).
1946#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1947#[serde(deny_unknown_fields)]
1948pub struct PlannedQuest {
1949    /// Unique quest id.
1950    pub id: QuestId,
1951    /// Human-readable goal.
1952    pub goal: String,
1953    /// Area this quest takes place in (stage-1 ref).
1954    pub area: AreaId,
1955    /// NPCs involved (stage-2 refs).
1956    pub npcs: Vec<NpcId>,
1957    /// Prerequisite quests; edges must form a DAG.
1958    pub depends_on: Vec<QuestId>,
1959    /// `false` declares an optional quest (spec-0051).
1960    pub mandatory: bool,
1961    /// Act number (informational).
1962    pub act: u32,
1963}
1964
1965// ---------------------------------------------------------------------------
1966// Stage 5 — quests
1967// ---------------------------------------------------------------------------
1968
1969/// Stage 5 payload: quest expansions.
1970#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1971#[serde(deny_unknown_fields)]
1972pub struct QuestsContent {
1973    /// The expanded quests (1:1 with stage 4).
1974    pub quests: Vec<Quest>,
1975    /// Combat waves (DSL v0.3). Each wave is spawned by a `spawn-wave` effect and
1976    /// slain to complete a `kill` objective. Empty/absent in v0.2 campaigns.
1977    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1978    pub waves: Vec<Wave>,
1979    /// Environment triggers (DSL v0.4, spec-0008 §7): "the world answers". Each
1980    /// watches an anchor for a strike / use / approach event and fires a bundle
1981    /// of [`QuestEffect`]s. Empty/absent in v0.2/v0.3 campaigns.
1982    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1983    pub triggers: Vec<EnvTrigger>,
1984    /// Scripted actors (DSL v0.6, spec-0014): NoAI/Silent/no-loot puppets moved by
1985    /// compiler-emitted per-tick teleport. Distinct from stage-2 NPCs
1986    /// (no dialogue, any mob type). Summoned/removed/moved/unleashed by the actor
1987    /// staging effects. Empty/absent before v0.6.
1988    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1989    pub actors: Vec<Actor>,
1990    /// Traps (DSL v0.6, spec-0011; command payloads spec-0022): environmental
1991    /// hazards, each at one point anchor an area's prefab provides. Each says
1992    /// what springs the trap, what it then does (a command `payload`, a legacy
1993    /// dispenser `effect`, or both), how dangerous it is, how it is disarmed and
1994    /// whether it re-arms. Empty/absent in pre-0.6 campaigns, so a v0.5-or-earlier campaign that declares none stays
1995    /// byte-identical.
1996    #[serde(default, skip_serializing_if = "Vec::is_empty")]
1997    pub traps: Vec<Trap>,
1998    /// Shortcut doors (spec-0016 §2): a gate that is sealed from world-load and
1999    /// is opened — permanently — from the FAR side. Empty/absent in pre-0.6
2000    /// campaigns, so a campaign that declares none stays
2001    /// byte-identical.
2002    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2003    pub shortcuts: Vec<Shortcut>,
2004    /// Ambushes (spec-0016 §3): sugar over "deferred actors + a trigger that
2005    /// springs them". Empty/absent in pre-0.6 campaigns.
2006    ///
2007    /// **Never serialized.** [`parse_campaign`](crate::parse_campaign) expands
2008    /// each ambush into `triggers`, so the canonical form of a campaign is its
2009    /// **desugared** form. That is what keeps the canonical round-trip idempotent
2010    /// (re-parsing canonical output finds no `ambushes` and so cannot expand a
2011    /// second time and duplicate the trigger ids), and it means the sugar exists
2012    /// at exactly one layer boundary — the authored `.json` — with nothing
2013    /// downstream needing to know it was ever there. The list itself is kept in
2014    /// memory so diagnostics can name the ambush the author wrote.
2015    /// Timed gates (spec-0016 §4): gates on a deterministic open/close clock.
2016    /// Empty/absent in pre-0.6 campaigns.
2017    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2018    pub timed_gates: Vec<TimedGate>,
2019    /// Container fills (spec-0021): pre-placed chests/barrels in the prefabs
2020    /// given contents at world init. Empty/absent in pre-0.6 campaigns
2021    ///.
2022    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2023    pub loot: Vec<Loot>,
2024    /// Runtime state data (DSL v0.10, spec-0031): named, scoped, integer-valued
2025    /// counters the campaign sets, adds to and clears at runtime, and compares
2026    /// against in any gate. A campaign that declares none emits none of it.
2027    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2028    pub state: Vec<StateDecl>,
2029    /// **The campaign's death beat** (DSL v0.10, spec-0031): effects run at the
2030    /// moment a player dies, for that player. Effect root **R7**
2031    /// ([`crate::EffectRootKind::OnDeath`]); a campaign that declares none emits
2032    /// none of it.
2033    ///
2034    /// **Why this is campaign-wide and not a field on a checkpoint.** The engine
2035    /// already has `on_respawn`, and it hangs off a `set-checkpoint` because
2036    /// *where you come back* is a property of the checkpoint. *That you died* is
2037    /// not: it is true at every point of the delve, under every checkpoint, and a
2038    /// bundle repeated on each checkpoint would be the same content written N
2039    /// times with N chances to forget one. So death is a moment in the campaign,
2040    /// and this is the one place it is named. Anything that should only happen in
2041    /// some phase of the delve is expressed by the ordinary per-effect
2042    /// `requires_flags` / `forbids_flags` gate every other root already carries —
2043    /// no second gating surface.
2044    ///
2045    /// **Audience is the dying player** (`Audience::Solo`, the audience
2046    /// `on_respawn` and `on_caught` already use): a death is one player's, and
2047    /// re-broadcasting it to the party would duplicate their narration and their
2048    /// kit. A beat the whole party should see is a `narrate` addressed by the
2049    /// author to the party through the effect's own vocabulary, not a different
2050    /// default here.
2051    ///
2052    /// **Timing.** It fires on the death edge while the player is still a corpse
2053    /// (`Health: 0.0f`, on the death screen) — see
2054    /// `emit::emit_checkpoint_functions`. That is the difference between this and
2055    /// `on_respawn`, which deliberately waits for the player to come back.
2056    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2057    pub on_death: Vec<QuestEffect>,
2058    /// Lethal volumes (DSL v0.10, spec-0031): declared boxes that kill whatever
2059    /// enters them. Empty/absent in pre-0.10 campaigns, so a
2060    /// campaign that declares none stays byte-identical.
2061    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2062    pub lethal_volumes: Vec<LethalVolume>,
2063    /// Shops (DSL v0.10, spec-0032): interaction points that open a list of
2064    /// gated offers. Empty/absent in pre-0.10 campaigns, so a
2065    /// campaign that declares none stays byte-identical.
2066    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2067    pub shops: Vec<Shop>,
2068    /// Recovery stakes (DSL v0.10, spec-0032): what a death forfeits, where the
2069    /// marker lands, and how it comes back. Empty/absent in pre-0.10 campaigns
2070    ///, so a campaign that declares none stays byte-identical.
2071    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2072    pub stakes: Vec<Stake>,
2073    #[serde(default, skip_serializing)]
2074    pub ambushes: Vec<Ambush>,
2075    /// Whether [`Self::expand_ambushes`] has already run (never serialized). The
2076    /// authored `ambushes` are deliberately KEPT after expansion so validation
2077    /// and the counterplay proof can attribute diagnostics to the ambush the
2078    /// author actually wrote; this flag is what makes a second expansion a no-op.
2079    #[serde(skip)]
2080    pub ambushes_expanded: bool,
2081}
2082
2083impl QuestsContent {
2084    /// Every environment trigger this stage produces: the authored `triggers`
2085    /// followed by the ones each `ambush` desugars to (spec-0016 §3), in
2086    /// declared order.
2087    ///
2088    /// **This is the single trigger authority.** Validation, the l10n
2089    /// inventory, the flag/wave producer scans, the nav proofs and emission all
2090    /// read triggers through it, so an ambush behaves exactly like the trigger
2091    /// an author would otherwise hand-write — there is no second code path for
2092    /// the sugar to drift down. Deterministic (declaration order, no hashing).
2093    pub fn all_triggers(&self) -> Vec<EnvTrigger> {
2094        let mut out = self.triggers.clone();
2095        out.extend(self.ambushes.iter().map(Ambush::to_trigger));
2096        out
2097    }
2098
2099    /// **Does the campaign itself answer a right-click at `anchor`?**
2100    ///
2101    /// One predicate, read by both consumers of the press-answer rule, so they can
2102    /// never disagree about what "the campaign answered it" means: the compiler's
2103    /// synthesis (`plan::collect_press_answers`, which stands down where this is
2104    /// true) and the obligation on a shortcut door (`DW0429`, which fires where it
2105    /// is false). Split across the two crates they would drift, and the drift
2106    /// would read as "the compiler refused a door I answered".
2107    ///
2108    /// Deliberately the widest reading — *any* `use` trigger anchored there.
2109    /// Pressing it already does something the author chose, and the engine does
2110    /// not adjudicate whether what they chose counts as an answer.
2111    pub fn answers_press_at(&self, anchor: &str) -> bool {
2112        self.all_triggers()
2113            .iter()
2114            .any(|t| matches!(t.on, TriggerOn::Use) && t.at_anchor() == Some(anchor))
2115    }
2116
2117    /// Desugar every `ambush` into a real environment trigger and clear the
2118    /// ambush list (spec-0016 §3). Called once, by
2119    /// [`parse_campaign`](crate::parse_campaign); idempotent by construction
2120    /// (a second call sees no ambushes left to expand).
2121    pub fn expand_ambushes(&mut self) {
2122        if self.ambushes_expanded || self.ambushes.is_empty() {
2123            return;
2124        }
2125        self.triggers = self.all_triggers();
2126        self.ambushes_expanded = true;
2127    }
2128
2129    /// The declared datum with this id, if any (DSL v0.10).
2130    pub fn state_decl(&self, id: &str) -> Option<&StateDecl> {
2131        self.state.iter().find(|s| s.id.as_str() == id)
2132    }
2133
2134    /// The declared stake with this id, if any (DSL v0.10, spec-0032).
2135    pub fn stake_decl(&self, id: &str) -> Option<&Stake> {
2136        self.stakes.iter().find(|s| s.id.as_str() == id)
2137    }
2138}
2139
2140// ---------------------------------------------------------------------------
2141// Stage 5 — runtime state (DSL v0.10, spec-0031)
2142// ---------------------------------------------------------------------------
2143
2144/// Who holds a datum's value (DSL v0.10, spec-0031).
2145///
2146/// **Declared, never inferred.** A datum's multiplayer semantics is the one
2147/// thing about it that cannot be recovered from its uses: a purse read on a
2148/// `talk-to` looks identical whether every player has their own or the party
2149/// shares one, and the difference decides the whole design. spec-0031 states it
2150/// as a rule, and the type makes it un-omittable — there is no default.
2151#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2152#[serde(rename_all = "kebab-case")]
2153pub enum StateScope {
2154    /// Each player holds their own value. Read and written against the acting
2155    /// player, so a bundle with no acting player (the scheduler) cannot touch one
2156    /// (`DW0503`).
2157    Player,
2158    /// One value the whole party shares — the same holder story flags use
2159    /// (spec-0018). Readable and writable from every audience, including the
2160    /// scheduler.
2161    Party,
2162}
2163
2164impl StateScope {
2165    /// The wire token (`player` / `party`).
2166    pub fn token(self) -> &'static str {
2167        match self {
2168            StateScope::Player => "player",
2169            StateScope::Party => "party",
2170        }
2171    }
2172}
2173
2174/// One declared runtime datum (DSL v0.10, spec-0031): a named, scoped,
2175/// integer-valued counter.
2176///
2177/// This is what [`FlagId`] is not. A flag is boolean, party-wide and
2178/// **monotonic** — no verb clears one — which is exactly right for "this has
2179/// happened" and useless for a balance, a floor number, or "a ride is in
2180/// progress". A datum clears, counts down as well as up, and states its scope.
2181#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2182#[serde(deny_unknown_fields)]
2183pub struct StateDecl {
2184    /// Unique datum id (`state/<kebab>`).
2185    pub id: StateId,
2186    /// Who holds the value. Required — see [`StateScope`].
2187    pub scope: StateScope,
2188    /// The value the datum starts at, and the value `clear-state` returns it to.
2189    /// Defaults to `0`.
2190    ///
2191    /// One field rather than a separate `initial` and `cleared`: "the value this
2192    /// datum has when nothing has happened to it yet" is one fact, and two fields
2193    /// would let a campaign declare a datum that can never be returned to its own
2194    /// starting state.
2195    #[serde(default, skip_serializing_if = "is_zero_i32")]
2196    pub initial: i32,
2197    /// Free prose: what this datum means. Never machine-checked, never shown to a
2198    /// player — the forcing function that makes an author say what the number is,
2199    /// the same role `cast[].doing` plays.
2200    #[serde(default, skip_serializing_if = "Option::is_none")]
2201    pub note: Option<String>,
2202    /// The player-visible name of this datum (DSL v0.10, spec-0032).
2203    ///
2204    /// **A named datum is a currency.** There is no separate `currencies` section
2205    /// and there deliberately is not: a purse is a runtime datum that the player
2206    /// can see, and "the player can see it" is a property of the datum, not a
2207    /// different object class. A second struct carrying `id` + `scope` +
2208    /// `initial` + `name` would be a private copy of this one, which is the defect
2209    /// CLAUDE.md names second.
2210    ///
2211    /// Present ⇒ every `set-state` / `add-state` / `clear-state` on this datum
2212    /// also states the new balance to whoever holds it, on the action bar, as
2213    /// `<name>: <value>` with the value carried by vanilla's own `score`
2214    /// component. Absent ⇒ the datum is silent bookkeeping and emission is exactly
2215    /// what it was.
2216    ///
2217    /// Player-visible, so it is inventoried under `state.<id>.name` and
2218    /// translated like any other authored line.
2219    #[serde(default, skip_serializing_if = "Option::is_none")]
2220    pub name: Option<String>,
2221}
2222
2223/// serde `skip_serializing_if` helper: skip a zero `i32` (`StateDecl.initial`).
2224fn is_zero_i32(v: &i32) -> bool {
2225    *v == 0
2226}
2227
2228/// How a [`StateCompare`] relates a datum to its operand (DSL v0.10).
2229///
2230/// Four operators, not six: over integers `less-than n` is `at-most n-1` and
2231/// `greater-than n` is `at-least n+1`, so the extra spellings would add a second
2232/// way to say one thing and a second emission path to keep honest.
2233#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2234#[serde(rename_all = "kebab-case")]
2235pub enum CompareOp {
2236    /// The datum is exactly `value`.
2237    Equals,
2238    /// The datum is anything but `value`.
2239    NotEquals,
2240    /// The datum is `value` or more.
2241    AtLeast,
2242    /// The datum is `value` or less.
2243    AtMost,
2244}
2245
2246impl CompareOp {
2247    /// The wire token (`equals` / `not-equals` / `at-least` / `at-most`).
2248    pub fn token(self) -> &'static str {
2249        match self {
2250            CompareOp::Equals => "equals",
2251            CompareOp::NotEquals => "not-equals",
2252            CompareOp::AtLeast => "at-least",
2253            CompareOp::AtMost => "at-most",
2254        }
2255    }
2256}
2257
2258/// What one of the DSL v0.10 state verbs does to a datum — the value half of
2259/// [`QuestEffect::writes_state`].
2260#[derive(Clone, Copy, Debug, PartialEq, Eq)]
2261pub enum StateWrite {
2262    /// `set-state`: the datum becomes this value.
2263    Set(i32),
2264    /// `add-state`: the datum moves by this signed amount.
2265    Add(i32),
2266    /// `clear-state`: the datum returns to its declared `initial`.
2267    Clear,
2268}
2269
2270/// One numeric term of a gate (DSL v0.10, spec-0031): *this datum compares thus
2271/// to this value*.
2272///
2273/// It rides [`Gate`](crate::gate::Gate) — the shared gate, carried by every
2274/// consumer of `requires_flags`/`forbids_flags` — and not any one verb. The
2275/// comparison's consumers are exactly the gate's consumers ("this door opens at
2276/// 500", "this line is withheld below 200", "this lever does nothing while the
2277/// car is moving"), so hanging it off the first verb that asked would leave the
2278/// second with no surface and make a second bespoke field look like the fix.
2279#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2280#[serde(deny_unknown_fields)]
2281pub struct StateCompare {
2282    /// The datum to read. Must be declared in the stage-5 `state` list
2283    /// (`DW0502`).
2284    pub state: StateId,
2285    /// How to compare it.
2286    pub op: CompareOp,
2287    /// What to compare it against.
2288    pub value: i32,
2289}
2290
2291/// A stage-5 container fill (DSL v0.6, spec-0021): contents for a chest or
2292/// barrel the prefab already placed.
2293///
2294/// The container is **hardware the prefab authored**, exactly like a trap's
2295/// dispenser: this declaration gives an already-placed, already-lit, already
2296/// composed piece of furniture its contents. The compiler never places the
2297/// container itself — if the anchor's cell does not already hold one, that is a
2298/// content defect and a build error (`DW0431`), not something to paper over by
2299/// setblock-ing a chest into a wall.
2300#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2301#[serde(deny_unknown_fields)]
2302pub struct Loot {
2303    /// Unique loot id (`loot/<kebab>`).
2304    pub id: LootId,
2305    /// The anchor whose cell holds the container to fill.
2306    pub anchor: AnchorId,
2307    /// Contents, in declaration order. Slot assignment is positional and
2308    /// deterministic — the first entry lands in `container.0`, the second in
2309    /// `container.1`, and so on (ADR-0006: no RNG, no loot tables).
2310    pub items: Vec<LootItem>,
2311}
2312
2313/// One stack inside a [`Loot`] container.
2314#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2315#[serde(deny_unknown_fields)]
2316pub struct LootItem {
2317    /// Item id (e.g. `minecraft:cooked_cod`). Validated against the pinned
2318    /// 1.21.11 item registry (`DW0143`).
2319    pub item: String,
2320    /// Stack size. Defaults to 1.
2321    #[serde(default = "one_u32")]
2322    pub count: u32,
2323    /// Optional custom item name. Enters the l10n string inventory exactly like
2324    /// a class kit item's name.
2325    #[serde(default, skip_serializing_if = "Option::is_none")]
2326    pub name: Option<String>,
2327    /// Enchantments on this stack (`{"minecraft:sharpness": 3}`), emitted as the
2328    /// 1.21 `minecraft:enchantments` item component.
2329    #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
2330    pub enchantments: BTreeMap<String, u32>,
2331}
2332
2333fn one_u32() -> u32 {
2334    1
2335}
2336
2337/// A stage-5 trap (DSL v0.6, spec-0011; command payloads spec-0022): an
2338/// environmental hazard at one cell of a placed piece.
2339///
2340/// **What the prefab has to provide is one point anchor, and for most traps that
2341/// is all.** [`Trap::at`] names the trigger/hazard cell; the compiler models it
2342/// as a hazard for the completability proofs (`DW0342`) and, for a disarmable
2343/// trap, emits the disarm affordance. A [`payload`](Trap::payload) trap needs
2344/// nothing else: **the compiler owns the detection**, emitting a per-tick,
2345/// edge-latched `execute … if entity @a[<cell>]` and running the authored effect
2346/// bundle from it.
2347///
2348/// Two things a piece must pre-wire, each for one case and neither for the
2349/// common one:
2350///
2351/// * the legacy [`effect`](Trap::effect) — a `dispense` payload the prefab's own
2352///   redstone fires — needs the anchor's `dispenser` socket cell, which the
2353///   compiler fills. That is the case "harm is redstone-native" (spec-0011) was
2354///   written about, and the only one in which no detection is emitted.
2355/// * a **flag-gated** trap ([`requires_flags`](Trap::requires_flags) /
2356///   [`forbids_flags`](Trap::forbids_flags)) needs the anchor's `trigger_block`,
2357///   because gating removes the trigger block from the world while the gate is
2358///   shut and puts it back verbatim (`DW0363`).
2359///
2360/// Player-vs-mob distinguishing matters in a sealed box-garden with controlled
2361/// mobs, so `trapped-chest` (opened by a player) is called out as the only
2362/// player-distinct trigger.
2363#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2364#[serde(deny_unknown_fields)]
2365pub struct Trap {
2366    /// Unique trap id (`trap/<kebab>`).
2367    pub id: TrapId,
2368    /// **The point anchor this trap sits on** — any anchor an area's prefab
2369    /// provides, whatever it is called. Its cell is the trigger/hazard cell the
2370    /// compiler models, and for a `payload` trap that cell is the whole of what
2371    /// the piece has to provide: detection is the compiler's.
2372    ///
2373    /// The anchor additionally needs a `dispenser` socket for a legacy
2374    /// [`effect`](Trap::effect) trap, and a `trigger_block` for a flag-gated one
2375    /// (`DW0363`). `anchor/trap` is the name the shipped pieces use, and a name
2376    /// is all it is.
2377    pub at: AnchorId,
2378    /// What springs the trap (all redstone-native).
2379    pub trigger: TrapTrigger,
2380    /// The **legacy** redstone consequence (spec-0011): a static dispenser
2381    /// payload the prefab's own wiring fires. Superseded by [`Trap::payload`]
2382    /// (spec-0022) — redstone now keeps only the trigger — but kept meaningful
2383    /// so existing campaigns build unchanged. Optional since spec-0022; a trap
2384    /// must declare `effect`, `payload`, or both (`DW0440`).
2385    #[serde(default, skip_serializing_if = "Option::is_none")]
2386    pub effect: Option<TrapEffect>,
2387    /// The **command payload** (spec-0022): an ordered effect list in the same
2388    /// vocabulary quests use, run when the trigger fires. This is where a trap's
2389    /// consequence lives now — the compiler owns the detection tick and the
2390    /// effect vocabulary, so a trap's payload is authored like any other effect
2391    /// bundle rather than built out of dust and repeaters. Expressiveness moves
2392    /// from "what dust can carry" to "what the effect vocabulary can say":
2393    /// `volley` and `collapse` (spec-0022's trap verbs) join `damage-players`,
2394    /// `play-sound`, `narrate`, `set-flag` and `spawn-wave`.
2395    ///
2396    /// Empty = a pure spec-0011 redstone trap, which emits exactly what it
2397    /// emitted before (byte-identical).
2398    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2399    pub payload: Vec<QuestEffect>,
2400    /// How dangerous the trap is. A `lethal` trap on the forced critical path
2401    /// carries the completability obligation (`DW0342`); `harmful`/`nonlethal`
2402    /// carry none. Defaults to `harmful`.
2403    #[serde(default)]
2404    pub lethality: Lethality,
2405    /// Optional disarm affordance (quest-coupling): an anchor the player acts on to
2406    /// turn the trap off — setting a flag and emptying the dispenser — before the
2407    /// trap cell is forced.
2408    #[serde(default, skip_serializing_if = "Option::is_none")]
2409    pub disarm: Option<TrapDisarm>,
2410    /// Whether the trap re-arms after firing. `once` = single-shot (fires, then
2411    /// spent — the survivability path); `rearm` = re-fires each trigger (default).
2412    #[serde(default)]
2413    pub reset: TrapReset,
2414    /// Flags that must be set before the trap is considered active (mirrors
2415    /// [`EnvTrigger::requires_flags`]). Default empty.
2416    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2417    pub requires_flags: Vec<FlagId>,
2418    /// Negative flag gate (DSL v0.6): the trap is considered inactive while ANY
2419    /// listed flag is set (mirrors [`EnvTrigger::forbids_flags`]). Default empty.
2420    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2421    pub forbids_flags: Vec<FlagId>,
2422    /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
2423    /// hold for this gate to be open. The third field of the one gate, carried by
2424    /// every gate consumer — never by the verb that first wanted it. Default
2425    /// empty, so a pre-0.10 campaign is byte-identical.
2426    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2427    pub requires_state: Vec<StateCompare>,
2428}
2429
2430impl Trap {
2431    /// `(item, count)` if this trap declares a legacy `dispense` effect.
2432    pub fn dispense(&self) -> Option<(&str, u32)> {
2433        match &self.effect {
2434            Some(TrapEffect::Dispense { item, count }) => Some((item.as_str(), *count)),
2435            None => None,
2436        }
2437    }
2438
2439    /// Whether this trap is `lethal` (carries the `DW0342` obligation on the
2440    /// forced critical path).
2441    pub fn is_lethal(&self) -> bool {
2442        matches!(self.lethality, Lethality::Lethal)
2443    }
2444}
2445
2446/// The mechanism that springs a [`Trap`] (DSL v0.6, spec-0011). All three are
2447/// redstone-native — the hardware fires without any command — so the compiler
2448/// emits no detection for them; it only models the trigger cell as a hazard and
2449/// fills the dispenser payload. (`approach`, the compiler-detected v0.4 primitive,
2450/// is deliberately *not* a trap trigger: it is already fully expressible as an
2451/// [`EnvTrigger`], so admitting it here would only duplicate that surface.)
2452#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2453#[serde(rename_all = "kebab-case")]
2454pub enum TrapTrigger {
2455    /// A pressure plate: any entity stepping on the cell. Auto-rearms on step-off.
2456    PressurePlate,
2457    /// A tripwire line: any entity crossing it. Auto-rearms.
2458    Tripwire,
2459    /// A trapped chest: a *player opening it* (comparator pulse). The only
2460    /// player-distinct trigger — a controlled mob cannot spring it.
2461    TrappedChest,
2462}
2463
2464impl TrapTrigger {
2465    /// The kebab tag (`pressure-plate` / `tripwire` / `trapped-chest`).
2466    pub fn kind(&self) -> &'static str {
2467        match self {
2468            TrapTrigger::PressurePlate => "pressure-plate",
2469            TrapTrigger::Tripwire => "tripwire",
2470            TrapTrigger::TrappedChest => "trapped-chest",
2471        }
2472    }
2473}
2474
2475/// What a [`Trap`] does when sprung (DSL v0.6, spec-0011). Externally tagged so a
2476/// future effect adds a variant; a non-`dispense` key (e.g. `tnt`,
2477/// `release-falling-block`, `crusher`) is an unknown variant → `DW0100`, keeping
2478/// block-destroying and unmodeled effects out of the schema by construction
2479/// (spec-0011 non-goals — no hardware the compiler cannot model reaches a world).
2480#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2481#[serde(rename_all = "kebab-case", deny_unknown_fields)]
2482pub enum TrapEffect {
2483    /// Load the prefab's pre-wired dispenser with `count` of `item` (arrows, tipped
2484    /// arrows, splash potions). The redstone fires it; terrain is untouched
2485    /// (spec-0011 "primary lethal"). The item is round-tripped into the dispenser
2486    /// `Items` NBT — a deterministic, static payload.
2487    Dispense {
2488        /// Vanilla item id (validated against the pinned 1.21.11 registry, `DW0341`).
2489        item: String,
2490        /// How many to load into the dispenser stack.
2491        count: u32,
2492    },
2493}
2494
2495/// How dangerous a [`Trap`] is (DSL v0.6, spec-0011). Only `lethal` carries the
2496/// forced-critical-path completability obligation (`DW0342`).
2497#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2498#[serde(rename_all = "kebab-case")]
2499pub enum Lethality {
2500    /// Can kill a full-health player — carries the `DW0342` obligation on the path.
2501    Lethal,
2502    /// Hurts but is not designed to kill (the default).
2503    #[default]
2504    Harmful,
2505    /// Cosmetic / trivial (a stumble, a scare).
2506    Nonlethal,
2507}
2508
2509/// Whether a [`Trap`] re-arms after firing (DSL v0.6, spec-0011).
2510#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2511#[serde(rename_all = "kebab-case")]
2512pub enum TrapReset {
2513    /// Fires once, then is spent — the survivability path for a forced lethal trap
2514    /// (respawn-safe with `keep_inventory`, non-re-triggering on the walk back; no
2515    /// soft-loop).
2516    Once,
2517    /// Re-fires every time the trigger is met (default). A forced lethal `rearm`
2518    /// trap must be avoidable or disarmable, else `DW0342`.
2519    #[default]
2520    Rearm,
2521}
2522
2523/// A [`Trap`]'s disarm affordance (DSL v0.6, spec-0011): the player acts on the
2524/// `via` anchor (an interaction the compiler emits, reusing the v0.4 interaction
2525/// entity) to turn the trap off — setting `sets_flag` and emptying the dispenser —
2526/// before the trap cell is forced. Discharges the `DW0342` obligation when the
2527/// affordance is reachable ahead of the trap without crossing it.
2528#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2529#[serde(deny_unknown_fields)]
2530pub struct TrapDisarm {
2531    /// The anchor the player interacts with to disarm.
2532    pub via: AnchorId,
2533    /// The flag set when the trap is disarmed (a new flag this trap produces; other
2534    /// objectives/triggers may read it via `requires_flags`).
2535    pub sets_flag: FlagId,
2536}
2537
2538/// A stage-5 **timed gate** (spec-0016 §4): a gate region driven by a
2539/// deterministic open/close clock, so passage is a timing read rather than a
2540/// permanent state.
2541///
2542/// **The proof is deliberately NOT all-phase passability** — a gate that
2543/// punishes bad timing is the entire point. What the
2544/// compiler requires is that the gate is *readable*: the set of entry phases from
2545/// which a walking player clears the span before it shuts must cover **≥ 20% of
2546/// the cycle** (`DW0378`). Below that it is a coin flip, not a skill, and no
2547/// amount of learning the level makes it fair.
2548#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2549#[serde(deny_unknown_fields)]
2550pub struct TimedGate {
2551    /// Unique timed-gate id (`timed-gate/<kebab>`).
2552    pub id: TimedGateId,
2553    /// The gate anchor the clock drives. Its prefab metadata must declare a fill
2554    /// `block` (`DW0343`), the same requirement `close-gate` and `shortcut` have.
2555    pub gate: AnchorId,
2556    /// Ticks the gate stays OPEN each cycle (> 0).
2557    pub open_ticks: u32,
2558    /// Ticks the gate stays CLOSED each cycle (> 0).
2559    pub closed_ticks: u32,
2560    /// Ticks after world init before the first open window begins (default 0) —
2561    /// how two gates in the same room are put out of step with each other. Must
2562    /// be less than the full cycle.
2563    #[serde(default, skip_serializing_if = "is_zero")]
2564    pub phase: u32,
2565    /// Whether the gate **kills** a player caught inside its region when it
2566    /// shuts (spec-0016 §4 addendum). A portcullis
2567    /// that merely shoves you aside teaches nothing; mistiming the crossing is
2568    /// supposed to be a death you learn from, which is the whole point of §4's
2569    /// ≥20%-of-cycle window proof — the window is fair, so the penalty can be
2570    /// absolute.
2571    ///
2572    /// This is a real judgement issued by command on the closing tick, not
2573    /// suffocation: vanilla's in-wall damage is slow, gear-dependent and
2574    /// escapable, so it would make the portcullis a suggestion. `damage` at the
2575    /// closing edge is exact and unarguable.
2576    ///
2577    /// **Defaults to `false`**, so every campaign authored before this field
2578    /// existed compiles byte-identically; a delve opts its portcullis in.
2579    #[serde(default, skip_serializing_if = "is_false")]
2580    pub crush: bool,
2581    /// Optional **disarm** affordance (souls dossier §5.2): the third
2582    /// rung of the hazard ladder — readable, avoidable, and finally *disable-able*.
2583    /// The real games' best timed hazards can be removed for good (Smouldering
2584    /// Lake's ballista, the Fringefolk chariot); a clock the party can only ever
2585    /// dance with is one rung short of the vocabulary.
2586    ///
2587    /// Interacting with the affordance suppresses the clock **permanently, with
2588    /// the gate resting OPEN** — a jammed portcullis stays up. Permanence is
2589    /// structural exactly as a `shortcut`'s is: no emitted function ever re-arms
2590    /// the clock, and `DW0389` refuses a campaign that spells a re-seal.
2591    ///
2592    /// **Defaults to absent**, so every campaign authored before this field
2593    /// existed compiles byte-identically; a delve opts its portcullis in.
2594    #[serde(default, skip_serializing_if = "Option::is_none")]
2595    pub disarm: Option<TimedGateDisarm>,
2596}
2597
2598/// A [`TimedGate`]'s disarm affordance (souls dossier §5.2) — the
2599/// exact shape a trap's [`TrapDisarm`] takes, and deliberately so: one affordance
2600/// grammar for every mechanism the party can switch off.
2601///
2602/// The player acts on the `via` anchor (a compiler-emitted interaction entity
2603/// plus its visible hardware, `DW0420`) to jam the gate. The clock stops with the
2604/// span cleared, `sets_flag` is raised party-wide, and nothing in the delve can
2605/// put the gate back.
2606#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2607#[serde(deny_unknown_fields)]
2608pub struct TimedGateDisarm {
2609    /// The anchor the player interacts with to jam the gate. Must be an anchor
2610    /// some area's prefab provides, and never the gate anchor itself — the
2611    /// mechanism belongs beside the doorway, not inside the span that crushes.
2612    pub via: AnchorId,
2613    /// The flag set when the gate is disarmed (a new flag this gate produces;
2614    /// other objectives/triggers may read it via `requires_flags`).
2615    pub sets_flag: FlagId,
2616}
2617
2618/// serde `skip_serializing_if` helper: skip a `0`.
2619fn is_zero(n: &u32) -> bool {
2620    *n == 0
2621}
2622
2623/// A stage-5 **ambush** (spec-0016 §3) — one declaration for a beat that
2624/// otherwise takes a deferred actor set plus a hand-wired trigger.
2625///
2626/// **`telegraph` is optional, and that is a design ruling, not an oversight.**
2627/// The un-telegraphed ambush — the shove off the cliff you
2628/// could not have known about — is core souls vocabulary: 初见杀 is how the level
2629/// teaches. The engine does not sand that edge off.
2630///
2631/// What the engine *does* owe the player is **counterplay on the retry**: having
2632/// died once, an informed player must have something to do about it. Determinism
2633/// guarantees the second attempt meets the same ambushers in the same cells; the
2634/// compiler adds the missing half — `DW0376` proves the trigger cell is not a
2635/// sealed pocket, i.e. that with every ambusher standing where it will stand,
2636/// a route out still exists (a retreat, luring ground, a positioning line).
2637/// Dying uninformed is a lesson; dying with no play available is a broken beat.
2638#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2639#[serde(deny_unknown_fields)]
2640pub struct Ambush {
2641    /// Unique ambush id (`ambush/<kebab>`).
2642    pub id: AmbushId,
2643    /// The anchor the trigger watches — the corner, doorway or ledge the player
2644    /// walks into.
2645    pub at: AnchorId,
2646    /// The stage-5 actors that spring (1..N). Each is summoned at its own
2647    /// declared anchor and immediately unleashed to real AI.
2648    pub actors: Vec<ActorId>,
2649    /// What springs it (`approach{range}` / `strike` / `use`), exactly the v0.4
2650    /// environment-trigger vocabulary.
2651    pub trigger: TriggerOn,
2652    /// The **optional** tell, fired at the trigger before the ambushers exist:
2653    /// a sound, a shadow, a line of narration. Empty = un-telegraphed, which is
2654    /// fully legal.
2655    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2656    pub telegraph: Vec<QuestEffect>,
2657    /// What the spring does to the story (DSL v0.8, spec-0025; required at
2658    /// 0.8.0, `DW0481`).
2659    ///
2660    /// **The declaration lives here because this is the object the author
2661    /// wrote.** An ambush desugars into a `spawn-actor` plus an `unleash-actor`
2662    /// per listed actor, and every one of those is a story node `DW0481` demands
2663    /// a `happening` from — on effects the author never wrote and cannot reach.
2664    /// So for as long as this field did not exist, an `ambushes[]` entry could
2665    /// not compile at 0.8.0 or above at all: declared in the schema, accepted by
2666    /// the schema check, and refused at validation with a prescription naming a
2667    /// field that was not there. Nothing caught it because no campaign and no
2668    /// fixture had ever written an ambush at a version where the obligation was
2669    /// live — which is the case spec-0039 exists to make impossible.
2670    ///
2671    /// An ambush is **one** beat, not `2N` of them: the ambushers appearing and
2672    /// coming at you is a single dramatic moment, so one declaration covers the
2673    /// whole spring. [`Self::to_trigger`] stamps it onto the first generated
2674    /// `spawn-actor` so the chronicle carries the line at the right position,
2675    /// and `branch::check_happenings` reads the obligation off the ambush rather
2676    /// than off the beats derived from it. Repeating it on all `2N` is the
2677    /// obvious alternative and it is wrong twice over: the chronicle would gain
2678    /// `N` duplicate lines, and `DW0485` would see one subject act repeatedly
2679    /// and be right to call it a contradiction.
2680    #[serde(default, skip_serializing_if = "Option::is_none")]
2681    pub happening: Option<Happening>,
2682}
2683
2684impl Ambush {
2685    /// The environment trigger this ambush desugars to (spec-0016 §3): a
2686    /// one-shot trigger at `at` whose effects are the telegraph, then a
2687    /// `spawn-actor` + `unleash-actor` per listed actor, in declared order.
2688    ///
2689    /// This is the **single** expansion authority. Every consumer — validation,
2690    /// the l10n inventory, the flag/wave producer scans, nav, emission — reads
2691    /// triggers through [`QuestsContent::all_triggers`], so the sugar cannot
2692    /// diverge from a hand-written equivalent, and an ambush is exactly as
2693    /// debuggable as the trigger an author would otherwise type.
2694    pub fn to_trigger(&self) -> EnvTrigger {
2695        let mut effects = self.telegraph.clone();
2696        for (i, a) in self.actors.iter().enumerate() {
2697            effects.push(QuestEffect {
2698                when: None,
2699                // The ambush declaration, on the beat where the spring becomes
2700                // real. Only the FIRST, for the reason the field documents: one
2701                // ambush is one beat, and stamping the line on every generated
2702                // effect would pad the chronicle and trip `DW0485`.
2703                happening: if i == 0 { self.happening.clone() } else { None },
2704                verb: Verb::SpawnActor { actor: a.clone() },
2705            });
2706        }
2707        for a in &self.actors {
2708            effects.push(Verb::UnleashActor { actor: a.clone() }.into());
2709        }
2710        EnvTrigger {
2711            id: TriggerId(format!(
2712                "trigger/{}",
2713                crate::l10n::local_id(self.id.as_str())
2714            )),
2715            at: Some(self.at.clone()),
2716            on: self.trigger.clone(),
2717            requires_flags: Vec::new(),
2718            forbids_flags: Vec::new(),
2719            requires_state: Vec::new(),
2720            once: true,
2721            // An ambush is a party beat by construction — it springs actors at
2722            // the room, not a reply to the one who walked in.
2723            audience: TriggerAudience::Party,
2724            effects,
2725        }
2726    }
2727}
2728
2729/// A stage-5 **shortcut door** (spec-0016 §2) — the souls loop-back.
2730///
2731/// The owner's definition of the pattern: between two rest points there are two
2732/// routes. The **short** one starts sealed and holds nothing; the **long** one is
2733/// full of enemies and mechanisms. You earn the far side the hard way, pull one
2734/// mechanism, and the short route opens **forever**. That moment is the design.
2735///
2736/// The compiler owns three obligations, none of them optional:
2737/// 1. the `unlock` affordance is reachable while the gate is still sealed — the
2738///    long route genuinely exists (`DW0373`);
2739/// 2. opening the gate genuinely shortens the trip across it — a shortcut that
2740///    pays nothing is a leak, not a shortcut (`DW0360`);
2741/// 3. permanence is **structural**: no `close-gate` may target a shortcut gate
2742///    (`DW0372`). There is no re-sealing verb to reach for.
2743///
2744/// `close-gate` on a NON-shortcut gate (the point-of-no-return staging beat) is
2745/// untouched by this — the two verbs are deliberately disjoint.
2746#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2747#[serde(deny_unknown_fields)]
2748pub struct Shortcut {
2749    /// Unique shortcut id (`shortcut/<kebab>`).
2750    pub id: ShortcutId,
2751    /// The gate anchor this shortcut opens. Sealed from world-load (the prefab
2752    /// carries the physical fill), and its metadata must declare the fill `block`
2753    /// the compiler clears — the same requirement `close-gate` has.
2754    pub gate: AnchorId,
2755    /// The FAR-side anchor whose interaction fires the permanent open. The
2756    /// compiler summons the affordance there and polls it, reusing the v0.4
2757    /// interaction-entity `use` primitive.
2758    pub unlock: AnchorId,
2759    /// Effects fired once, when the shortcut opens — the bar lifting, the
2760    /// elevator descending, the sound of a door you will never have to earn
2761    /// again. Emitted server-source-safe (the poll lives on the tick).
2762    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2763    pub on_unlock: Vec<QuestEffect>,
2764}
2765
2766/// A stage-5 environment trigger (DSL v0.4). Emission uses vanilla-intended
2767/// primitives only (spec-0008 §7): `strike`/`use` read a `minecraft:interaction`
2768/// entity's attack/interaction records; `approach` is a `distance` selector on
2769/// the tick. Look-at / break-attempt detection is excluded on principle (no
2770/// vanilla primitive).
2771#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2772#[serde(deny_unknown_fields)]
2773pub struct EnvTrigger {
2774    /// Unique trigger id (`trigger/<kebab>`).
2775    pub id: TriggerId,
2776    /// The anchor this trigger watches. Required for `strike` / `use` /
2777    /// `approach`, which watch a *place*; **absent** for `strike-npc` (DSL
2778    /// v0.6), which watches a *character* and names it in `on.npc` instead —
2779    /// there is no cell for the author to supply and no cell the compiler
2780    /// would use. Either mismatch is `DW0194`.
2781    #[serde(default, skip_serializing_if = "Option::is_none")]
2782    pub at: Option<AnchorId>,
2783    /// The event that fires it.
2784    pub on: TriggerOn,
2785    /// Flags that must be set before the trigger can fire (DSL v0.4).
2786    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2787    pub requires_flags: Vec<FlagId>,
2788    /// Negative flag gate (DSL v0.6): the trigger is
2789    /// **suppressed** while ANY listed flag is set (by any player — flags are
2790    /// campaign state). The dual of `requires_flags`, so an "armed between two
2791    /// story beats" trigger needs no re-arm plumbing: e.g. a strike-the-giant
2792    /// retaliation trigger with `requires_flags: [flag/sealed]` and
2793    /// `forbids_flags: [flag/asleep]` arms when the cave seals and stands down
2794    /// the moment the wake beat takes over.
2795    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2796    pub forbids_flags: Vec<FlagId>,
2797    /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
2798    /// hold for this gate to be open. The third field of the one gate, carried by
2799    /// every gate consumer — never by the verb that first wanted it. Default
2800    /// empty, so a pre-0.10 campaign is byte-identical.
2801    #[serde(default, skip_serializing_if = "Vec::is_empty")]
2802    pub requires_state: Vec<StateCompare>,
2803    /// Fire at most once (default `true`, mirroring objective completion). Set
2804    /// `false` to allow re-firing every time the condition is met.
2805    #[serde(default = "default_true")]
2806    pub once: bool,
2807    /// **Who the trigger's effects address** (DSL v0.11). Default
2808    /// [`TriggerAudience::Party`], so every campaign written before this field
2809    /// existed is byte-identical.
2810    ///
2811    /// A trigger is two different things depending on what the author means by
2812    /// it. A pressure plate that opens a gate and narrates the room is a **party
2813    /// beat**: everyone should see it, and it does not matter who stepped on the
2814    /// plate. A barred door that answers *"this cannot be opened from this
2815    /// side"* is a **reply to one person**: broadcasting it tells four players
2816    /// about a door three of them are nowhere near.
2817    ///
2818    /// Until this field the second was inexpressible, which is why the two verbs
2819    /// that needed it (`close-gate`'s seal answer, and nothing at all for a
2820    /// shortcut door) grew their own private reply machinery instead. The
2821    /// capability belongs to the press, not to the verb.
2822    #[serde(default, skip_serializing_if = "TriggerAudience::is_party")]
2823    pub audience: TriggerAudience,
2824    /// Effects fired when the trigger matches.
2825    pub effects: Vec<QuestEffect>,
2826}
2827
2828impl EnvTrigger {
2829    /// The anchor this trigger watches, if it watches a place at all. `None`
2830    /// for `strike-npc`, whose target is a character.
2831    pub fn at_anchor(&self) -> Option<&str> {
2832        self.at.as_ref().map(|a| a.as_str())
2833    }
2834
2835    /// Whether this trigger's bundle is addressed to the player who pressed it.
2836    pub fn addresses_presser(&self) -> bool {
2837        self.audience == TriggerAudience::Presser
2838    }
2839}
2840
2841/// Who an [`EnvTrigger`]'s effects address (DSL v0.11).
2842///
2843/// **This is a dispatch decision, not a cosmetic one.** A `party` trigger is
2844/// polled on the tick with no executor, so `@s` does not exist and every
2845/// player-facing command addresses `@a`. A `presser` trigger is dispatched by a
2846/// `minecraft:player_interacted_with_entity` advancement — the one vanilla
2847/// primitive that runs a function *as the player who clicked* — so `@s` is the
2848/// presser and the bundle addresses them alone.
2849///
2850/// That primitive exists for **right-clicks only**. Vanilla records a left-click
2851/// on an interaction entity in NBT (which names a UUID no command can become) and
2852/// offers no criterion for it, so `presser` on a `strike` is refused (`DW0427`)
2853/// rather than approximated: per CLAUDE.md's no-hack rule, a capability with no
2854/// vanilla primitive under it is excluded, never faked downstream.
2855#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2856#[serde(rename_all = "kebab-case")]
2857pub enum TriggerAudience {
2858    /// The whole party (the default, and what every trigger did before v0.11).
2859    #[default]
2860    Party,
2861    /// The one player whose click fired it.
2862    Presser,
2863}
2864
2865impl TriggerAudience {
2866    /// Serde skip predicate: the default needs no field on the wire, so a
2867    /// canonical round-trip of a pre-0.11 campaign is byte-identical.
2868    fn is_party(&self) -> bool {
2869        *self == TriggerAudience::Party
2870    }
2871}
2872
2873/// The event an [`EnvTrigger`] watches (DSL v0.4).
2874#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2875#[serde(tag = "on", rename_all = "kebab-case", deny_unknown_fields)]
2876pub enum TriggerOn {
2877    /// The player attacks (left-clicks) the interaction entity at the anchor.
2878    Strike,
2879    /// The player uses (right-clicks) the interaction entity at the anchor.
2880    Use,
2881    /// The player comes within `range` blocks of the anchor.
2882    Approach {
2883        /// Approach radius (blocks).
2884        range: u32,
2885    },
2886    /// The player attacks (left-clicks) an **NPC's body** (DSL v0.6).
2887    ///
2888    /// The place-based [`TriggerOn::Strike`] cannot express "hit the giant": it
2889    /// summons its own `minecraft:interaction` at a *cell*, and a large NPC's
2890    /// body eclipses that cell (`DW0359`), so the click never reaches the
2891    /// trigger — the owner's island round-7 finding. This form has no cell. It
2892    /// rides the interaction entity the NPC already owns, which is the entity a
2893    /// click on that NPC reaches by construction.
2894    ///
2895    /// Right-click and left-click stay separate all the way down: a
2896    /// `minecraft:interaction` records them in two distinct NBT fields
2897    /// (`interaction` and `attack`), so the NPC's dialogue keeps the right-click
2898    /// and this trigger takes the left-click, on one shared hitbox.
2899    StrikeNpc {
2900        /// The NPC (stage-2 ref) whose body is the target.
2901        npc: NpcId,
2902    },
2903}
2904
2905impl TriggerOn {
2906    /// The kebab tag (`strike` / `use` / `approach` / `strike-npc`).
2907    pub fn kind(&self) -> &'static str {
2908        match self {
2909            TriggerOn::Strike => "strike",
2910            TriggerOn::Use => "use",
2911            TriggerOn::Approach { .. } => "approach",
2912            TriggerOn::StrikeNpc { .. } => "strike-npc",
2913        }
2914    }
2915
2916    /// Whether this event needs an `at` anchor — true for everything that
2917    /// watches a place, false for `strike-npc`, which watches a character.
2918    pub fn needs_anchor(&self) -> bool {
2919        !matches!(self, TriggerOn::StrikeNpc { .. })
2920    }
2921
2922    /// The NPC whose body this event watches (`strike-npc` only).
2923    pub fn npc_target(&self) -> Option<&NpcId> {
2924        match self {
2925            TriggerOn::StrikeNpc { npc } => Some(npc),
2926            _ => None,
2927        }
2928    }
2929}
2930
2931/// A combat wave (DSL v0.3): a bundle of mobs spawned at an anchor and slain to
2932/// complete a `kill` objective. Emission (spec-0002): a `spawn-wave` effect
2933/// summons the mobs tagged `dw_wave_<id>` (AI enabled — they fight); a
2934/// `player_killed_entity` advancement per tag decrements a scoreboard countdown,
2935/// and the `kill` objective completes when the count reaches zero.
2936#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2937#[serde(deny_unknown_fields)]
2938pub struct Wave {
2939    /// Unique wave id.
2940    pub id: WaveId,
2941    /// The anchor the wave's mobs spawn at.
2942    pub anchor: AnchorId,
2943    /// The mobs that make up the wave (1..N).
2944    pub mobs: Vec<WaveMob>,
2945    /// Re-seat this wave every time the party rests at (or respawns from) a
2946    /// bonfire (spec-0016 §1) — the souls contract: progress is kept, the
2947    /// enemies come back. The compiler kills any survivor carrying the wave tag
2948    /// and re-runs the wave's own spawn function, so the room is restored to its
2949    /// authored composition and spawn cells.
2950    ///
2951    /// Inert without a `bonfire` in the campaign, which is a compile error
2952    /// (`DW0370`) rather than a silent no-op.
2953    #[serde(default, skip_serializing_if = "is_false")]
2954    pub respawns_on_rest: bool,
2955    /// Tower-defense lane routing (spec-0016 §6): march this wave along a
2956    /// waypoint polyline while distant, hand it to native AI the instant a
2957    /// player is inside `aggro_radius`. Absent = today's behaviour (spawn and
2958    /// stand), byte-identical.
2959    #[serde(default, skip_serializing_if = "Option::is_none")]
2960    pub lane: Option<WaveLane>,
2961    /// Where the wave's mobs materialize (spec-0016 §6). Absent =
2962    /// [`WaveSummon::Anchor`], the pre-0.6 behaviour: standable cells around the
2963    /// wave `anchor`.
2964    #[serde(default, skip_serializing_if = "Option::is_none")]
2965    pub summon: Option<WaveSummon>,
2966    /// How hard this encounter is *meant* to be (DSL v0.7, spec-0023). Absent =
2967    /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.7 campaign.
2968    ///
2969    /// This is a **declaration, not a knob**: the compiler never scales content
2970    /// from it (spec-0023 "Out of scope"). It exists because the validation
2971    /// ladder's inverted floor gate needs to know which fights the content
2972    /// *claims* are hard — an `elite`/`boss` encounter the unassisted bot beats
2973    /// on its first attempt is reported as too easy for its billing. Marking it
2974    /// is how the author opts into that scrutiny; the alternative — inferring
2975    /// "elite" from how tuned a stack looks — is exactly the downstream folklore
2976    /// CLAUDE.md's no-hack rule forbids.
2977    ///
2978    /// **It does reach emission in exactly one place** (spec-0016 §1): in a
2979    /// campaign with a `bonfire`, a billed `elite`/
2980    /// `boss` wave that does not declare `respawns_on_rest` is refreshed by a
2981    /// rest *while it is still standing* — deleted and re-seated at full count
2982    /// and full health, so chipping it down one life at a time is never a path.
2983    /// Beat it and it stays beaten. `DW0499` forbids billing a wave `boss` and
2984    /// `respawns_on_rest` at once.
2985    #[serde(default, skip_serializing_if = "Option::is_none")]
2986    pub tier: Option<EncounterTier>,
2987}
2988
2989/// What a wave is billed as (DSL v0.7, spec-0023). Consumed by the validation
2990/// ladder (the run's combat plan) and — since spec-0016 §1's undefeated re-seat
2991/// — by one emission site: a bonfire refreshes a billed wave that is still
2992/// standing. Nothing about the encounter itself is scaled from it.
2993#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2994#[serde(rename_all = "kebab-case")]
2995pub enum EncounterTier {
2996    /// Trash / pressure. No floor expectation: a bot that wins it cold proves
2997    /// nothing either way. The default.
2998    #[default]
2999    Ordinary,
3000    /// A set-piece the content bills as a hard fight (spec-0016's optional-elite
3001    /// and spawn-and-unleash vocabulary).
3002    Elite,
3003    /// A campaign's named fight. Same floor rule as `elite`; the distinction is
3004    /// for the run report a human reads.
3005    Boss,
3006}
3007
3008impl EncounterTier {
3009    /// The kebab tag, as it appears in the DSL and in the emitted combat plan.
3010    pub fn token(self) -> &'static str {
3011        match self {
3012            EncounterTier::Ordinary => "ordinary",
3013            EncounterTier::Elite => "elite",
3014            EncounterTier::Boss => "boss",
3015        }
3016    }
3017
3018    /// Does the inverted floor gate (spec-0023) apply to this tier? A fight the
3019    /// content bills as hard carries an expectation the bot can measure; an
3020    /// ordinary one does not.
3021    pub fn has_floor_expectation(self) -> bool {
3022        matches!(self, EncounterTier::Elite | EncounterTier::Boss)
3023    }
3024}
3025
3026/// Where a wave's mobs materialize (spec-0016 §6).
3027#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3028#[serde(rename_all = "kebab-case")]
3029pub enum WaveSummon {
3030    /// Standable cells around the wave `anchor`, nearest first — the pre-0.6
3031    /// behaviour and the default.
3032    Anchor,
3033    /// **Spirit-summoned at the edge of perception**:
3034    /// each mob appears on the ring at its own `attributes.follow_range` from
3035    /// the wave `anchor`, so it acquires a target the instant it exists and
3036    /// closes under pure native AI. Species without patrol AI never march a
3037    /// lane; this is what they do instead — never a spawn on top of the party,
3038    /// never a mob that brushes past.
3039    ///
3040    /// With this mode the wave `anchor` is the **defended point** (what the ring
3041    /// is drawn around), not the spawn point. Each mob stack must declare its
3042    /// own `attributes.follow_range` (`DW0385`) — the ring radius is authored,
3043    /// never guessed from a vanilla defaults table the compiler cannot verify.
3044    AggroEdge,
3045}
3046
3047/// Tower-defense lane routing for a wave (spec-0016 §6), built on vanilla's
3048/// **Raider patrol system** — the intended primitive, live-verified on 1.21.11
3049/// (`docs/notes/td-routing-spike.md`).
3050///
3051/// The squad spawns `Patrolling:1b` with one `PatrolLeader:1b` and a snake_case
3052/// `patrol_target` int-array; a compiler-emitted clock walks the shared waypoint
3053/// index forward, and per mob a player-proximity check releases `Patrolling:0b`.
3054/// From that instant the mob is a plain native hostile. "Combat preempts
3055/// routing" is engine semantics — vanilla's patrol goal is hard-gated on having
3056/// no target — so the owner's rule (march while distant, fight with NATIVE AI
3057/// once aggroed, never brush past) falls out of the primitive unforced.
3058///
3059/// Lanes are raider-family only (`DW0382`), squad ≥ 2 (`DW0383`), and a lane
3060/// pillager must keep its crossbow (`DW0384`).
3061#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3062#[serde(deny_unknown_fields)]
3063pub struct WaveLane {
3064    /// The lane polyline, in march order: anchors some area's prefab provides.
3065    /// At least one; consecutive legs (counting the wave `anchor` as the origin)
3066    /// must be more than 10 blocks apart — vanilla re-rolls a patrol target
3067    /// within 10 blocks of arrival, so a tighter lane is a lane the engine
3068    /// quietly stops following (`DW0386`).
3069    pub waypoints: Vec<AnchorId>,
3070    /// The release radius, in blocks: the compiler sets every lane mob's
3071    /// `follow_range` attribute to exactly this and releases `Patrolling:0b`
3072    /// at the same distance. The two MUST be equal — a patrolling raider that
3073    /// targets a player it cannot engage holds ground instead of marching, so a
3074    /// per-mob `attributes.follow_range` that disagrees is `DW0381`.
3075    pub aggro_radius: u32,
3076}
3077
3078/// One mob stack in a [`Wave`].
3079#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3080#[serde(deny_unknown_fields)]
3081pub struct WaveMob {
3082    /// Vanilla entity id, validated against the pinned 1.21.11 registry.
3083    pub entity: String,
3084    /// How many to spawn.
3085    pub count: u32,
3086    /// Optional custom name (shown above the mob).
3087    #[serde(default, skip_serializing_if = "Option::is_none")]
3088    pub name: Option<String>,
3089    /// Optional attribute overrides (DSL v0.4), emitted as 1.21.11 attribute
3090    /// components. Enables e.g. a weakened live warden as a survivable stealth
3091    /// threat. Omitted = vanilla defaults.
3092    #[serde(default, skip_serializing_if = "Option::is_none")]
3093    pub attributes: Option<MobAttributes>,
3094    /// Optional permanent, ambient status effects (DSL v0.4).
3095    #[serde(default, skip_serializing_if = "Vec::is_empty")]
3096    pub effects: Vec<MobEffect>,
3097    /// Optional worn/held equipment (DSL v0.6). A helmet is the
3098    /// sanctioned fix for daylight-burning undead — never
3099    /// `set-time`. Item ids validate against the pinned 1.21.11 item registry
3100    /// (`DW0143`, the give-item family); every emitted slot carries drop
3101    /// chance 0 so players can never farm wave gear (no-grind constitution).
3102    #[serde(default, skip_serializing_if = "Option::is_none")]
3103    pub equipment: Option<MobEquipment>,
3104    /// What this mob leaves behind when it dies (DSL v0.9). Only an `elite`/`boss` wave may declare it (`DW0491`)
3105    /// — an ordinary mob's kit is never farmable. Empty = drop chance 0 on
3106    /// every slot.
3107    #[serde(default, skip_serializing_if = "Vec::is_empty")]
3108    pub drops: Vec<MobDrop>,
3109}
3110
3111/// Worn/held equipment for a wave mob (DSL v0.6). Each field is a vanilla item
3112/// id for the matching vanilla equipment slot; an unset slot stays empty —
3113/// except `main_hand`, where the compiler's armed-mob default (skeleton bow,
3114/// wither-skeleton sword) still applies unless overridden. Emitted as the
3115/// component-era `equipment`/`drop_chances` summon NBT (1.21.11 silently
3116/// ignores legacy `ArmorItems`/`HandItems` on `/summon`), all drop chances 0.
3117#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3118#[serde(deny_unknown_fields)]
3119pub struct MobEquipment {
3120    /// Head slot.
3121    #[serde(default, skip_serializing_if = "Option::is_none")]
3122    pub head: Option<EquipItem>,
3123    /// Chest slot.
3124    #[serde(default, skip_serializing_if = "Option::is_none")]
3125    pub chest: Option<EquipItem>,
3126    /// Legs slot.
3127    #[serde(default, skip_serializing_if = "Option::is_none")]
3128    pub legs: Option<EquipItem>,
3129    /// Feet slot.
3130    #[serde(default, skip_serializing_if = "Option::is_none")]
3131    pub feet: Option<EquipItem>,
3132    /// Main-hand slot. Overrides the compiler's armed-mob default.
3133    #[serde(default, skip_serializing_if = "Option::is_none")]
3134    pub main_hand: Option<EquipItem>,
3135    /// Off-hand slot.
3136    #[serde(default, skip_serializing_if = "Option::is_none")]
3137    pub off_hand: Option<EquipItem>,
3138}
3139
3140impl MobEquipment {
3141    /// Every slot as `(dsl_field_name, piece)`, in the fixed schema order —
3142    /// the single iteration source for validation paths and emission.
3143    pub fn slots(&self) -> [(&'static str, Option<&EquipItem>); 6] {
3144        [
3145            ("head", self.head.as_ref()),
3146            ("chest", self.chest.as_ref()),
3147            ("legs", self.legs.as_ref()),
3148            ("feet", self.feet.as_ref()),
3149            ("main_hand", self.main_hand.as_ref()),
3150            ("off_hand", self.off_hand.as_ref()),
3151        ]
3152    }
3153
3154    /// The piece this equipment declaration puts in `slot`, if any. The single
3155    /// question a `drops[]` `slot` entry asks: a mob can only drop a piece it
3156    /// actually wears (`DW0490`).
3157    pub fn filled(&self, slot: EquipSlot) -> Option<&EquipItem> {
3158        match slot {
3159            EquipSlot::Head => self.head.as_ref(),
3160            EquipSlot::Chest => self.chest.as_ref(),
3161            EquipSlot::Legs => self.legs.as_ref(),
3162            EquipSlot::Feet => self.feet.as_ref(),
3163            EquipSlot::MainHand => self.main_hand.as_ref(),
3164            EquipSlot::OffHand => self.off_hand.as_ref(),
3165        }
3166    }
3167}
3168
3169/// One vanilla equipment slot, named exactly as the [`MobEquipment`] field that
3170/// fills it (DSL v0.9). The DSL name and the summon-NBT key differ
3171/// (`main_hand` vs `mainhand`), so both live here and nowhere else.
3172#[derive(
3173    Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
3174)]
3175#[serde(rename_all = "snake_case")]
3176pub enum EquipSlot {
3177    /// Head slot.
3178    Head,
3179    /// Chest slot.
3180    Chest,
3181    /// Legs slot.
3182    Legs,
3183    /// Feet slot.
3184    Feet,
3185    /// Main-hand slot.
3186    MainHand,
3187    /// Off-hand slot.
3188    OffHand,
3189}
3190
3191impl EquipSlot {
3192    /// The DSL field name (`main_hand`), for diagnostics and JSON pointers.
3193    pub fn field(self) -> &'static str {
3194        match self {
3195            EquipSlot::Head => "head",
3196            EquipSlot::Chest => "chest",
3197            EquipSlot::Legs => "legs",
3198            EquipSlot::Feet => "feet",
3199            EquipSlot::MainHand => "main_hand",
3200            EquipSlot::OffHand => "off_hand",
3201        }
3202    }
3203
3204    /// The 1.21.11 `equipment` / `drop_chances` NBT key (`mainhand`).
3205    pub fn nbt(self) -> &'static str {
3206        match self {
3207            EquipSlot::Head => "head",
3208            EquipSlot::Chest => "chest",
3209            EquipSlot::Legs => "legs",
3210            EquipSlot::Feet => "feet",
3211            EquipSlot::MainHand => "mainhand",
3212            EquipSlot::OffHand => "offhand",
3213        }
3214    }
3215}
3216
3217/// One declared drop of an elite or boss (DSL v0.9).
3218///
3219/// A mob may wear many pieces; what it *leaves behind* is a **declared subset**,
3220/// usually one piece and never automatically everything. Two forms, told apart
3221/// by which field is present:
3222///
3223/// ```json
3224/// { "slot": "main_hand" }                                  // its axe
3225/// { "item": "minecraft:tripwire_hook", "name": "Gate Key" } // a quest item
3226/// ```
3227///
3228/// A `slot` entry must name a slot the same entity's `equipment` really fills
3229/// (`DW0490`) — the drop is the piece the player has been *looking at* through
3230/// the whole fight, so the two declarations cannot disagree. An `item` entry is
3231/// a token the fight *yields* rather than wears, and rides the entity's own
3232/// death loot table.
3233///
3234/// Undeclared slots keep drop chance `0.0` — byte-for-byte today's behaviour, and
3235/// the no-grind constitution's guarantee that an ordinary kit is never farmable.
3236#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3237#[serde(untagged)]
3238pub enum MobDrop {
3239    /// A worn/held piece, named by its equipment slot.
3240    Slot(SlotDrop),
3241    /// A quest token the fight yields (not worn).
3242    Item(ItemDrop),
3243}
3244
3245/// The worn-piece form of a [`MobDrop`].
3246#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3247#[serde(deny_unknown_fields)]
3248pub struct SlotDrop {
3249    /// The equipment slot whose piece drops. Must be filled by the entity's own
3250    /// `equipment` declaration (`DW0490`).
3251    pub slot: EquipSlot,
3252}
3253
3254/// The quest-token form of a [`MobDrop`].
3255#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3256#[serde(deny_unknown_fields)]
3257pub struct ItemDrop {
3258    /// Vanilla item id, validated against the pinned 1.21.11 registry
3259    /// (`DW0143`, the give-item family).
3260    pub item: String,
3261    /// Display name the dropped stack carries as a `custom_name` component.
3262    /// Player-visible, so it enters the l10n string inventory and translates
3263    /// like any other line.
3264    #[serde(default, skip_serializing_if = "Option::is_none")]
3265    pub name: Option<String>,
3266}
3267
3268impl MobDrop {
3269    /// The equipment slot this entry names, or `None` for a quest-item drop.
3270    pub fn slot(&self) -> Option<EquipSlot> {
3271        match self {
3272            MobDrop::Slot(s) => Some(s.slot),
3273            MobDrop::Item(_) => None,
3274        }
3275    }
3276
3277    /// The item id this entry names, or `None` for a worn-piece drop.
3278    pub fn item(&self) -> Option<&str> {
3279        match self {
3280            MobDrop::Slot(_) => None,
3281            MobDrop::Item(i) => Some(&i.item),
3282        }
3283    }
3284
3285    /// The declared display name of a quest-item drop, when set.
3286    pub fn name(&self) -> Option<&String> {
3287        match self {
3288            MobDrop::Slot(_) => None,
3289            MobDrop::Item(i) => i.name.as_ref(),
3290        }
3291    }
3292
3293    /// Mutable access to the display name — the l10n traversal's hook.
3294    pub fn name_mut(&mut self) -> Option<&mut String> {
3295        match self {
3296            MobDrop::Slot(_) => None,
3297            MobDrop::Item(i) => i.name.as_mut(),
3298        }
3299    }
3300}
3301
3302/// One equipped item: either a bare item id, or an id carrying enchantments.
3303///
3304/// The plain form is the common case and stays a plain JSON string, which is
3305/// what keeps every campaign written before enchantments existed byte-identical
3306/// on re-serialisation:
3307///
3308/// ```json
3309/// "main_hand": "minecraft:netherite_sword"
3310/// "head": { "item": "minecraft:netherite_helmet",
3311///           "enchantments": { "minecraft:protection": 4 } }
3312/// ```
3313#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3314#[serde(untagged)]
3315pub enum EquipItem {
3316    /// A bare item id — no enchantments.
3317    Plain(String),
3318    /// An item id plus its enchantments.
3319    Enchanted(EnchantedItem),
3320}
3321
3322impl EquipItem {
3323    /// The item id, whichever form was authored.
3324    pub fn item(&self) -> &str {
3325        match self {
3326            EquipItem::Plain(s) => s,
3327            EquipItem::Enchanted(e) => &e.item,
3328        }
3329    }
3330
3331    /// The enchantments on this piece — empty for the plain form. `BTreeMap`
3332    /// ordered, so emission order is the id order and never hash order
3333    /// (ADR-0006).
3334    pub fn enchantments(&self) -> &BTreeMap<String, u32> {
3335        static EMPTY: std::sync::LazyLock<BTreeMap<String, u32>> =
3336            std::sync::LazyLock::new(BTreeMap::new);
3337        match self {
3338            EquipItem::Plain(_) => &EMPTY,
3339            EquipItem::Enchanted(e) => &e.enchantments,
3340        }
3341    }
3342}
3343
3344/// The enchanted form of [`EquipItem`].
3345#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3346#[serde(deny_unknown_fields)]
3347pub struct EnchantedItem {
3348    /// Item id (e.g. `minecraft:netherite_chestplate`).
3349    pub item: String,
3350    /// Enchantment id → level (e.g. `{"minecraft:protection": 4}`). Emitted as
3351    /// the 1.21 `minecraft:enchantments` item component.
3352    #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3353    pub enchantments: BTreeMap<String, u32>,
3354}
3355
3356/// Attribute overrides for a wave mob (DSL v0.4). Each field maps to a 1.21.11
3357/// `minecraft:` attribute component; an unset field keeps the vanilla base value.
3358#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3359#[serde(deny_unknown_fields)]
3360pub struct MobAttributes {
3361    /// `minecraft:max_health` base value.
3362    #[serde(default, skip_serializing_if = "Option::is_none")]
3363    pub max_health: Option<f64>,
3364    /// `minecraft:attack_damage` base value.
3365    #[serde(default, skip_serializing_if = "Option::is_none")]
3366    pub attack_damage: Option<f64>,
3367    /// `minecraft:movement_speed` base value.
3368    #[serde(default, skip_serializing_if = "Option::is_none")]
3369    pub movement_speed: Option<f64>,
3370    /// `minecraft:follow_range` base value.
3371    #[serde(default, skip_serializing_if = "Option::is_none")]
3372    pub follow_range: Option<f64>,
3373}
3374
3375/// One permanent status effect on a wave mob (DSL v0.4), emitted as an ambient,
3376/// non-expiring `effect give`.
3377#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3378#[serde(deny_unknown_fields)]
3379pub struct MobEffect {
3380    /// Vanilla effect id (e.g. `minecraft:slowness`), validated against the
3381    /// pinned registry (`DW0192`).
3382    pub effect: String,
3383    /// Amplifier (0 = level I).
3384    pub amplifier: u32,
3385}
3386
3387/// One expanded quest.
3388#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3389#[serde(deny_unknown_fields)]
3390pub struct Quest {
3391    /// Quest id (matches a stage-4 planned quest).
3392    pub id: QuestId,
3393    /// What starts the quest.
3394    pub trigger: Trigger,
3395    /// Ordered objectives (intra-quest DAG via `after`).
3396    pub objectives: Vec<Objective>,
3397    /// Effects fired when a given objective completes.
3398    #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3399    pub on_objective_complete: BTreeMap<ObjectiveId, Vec<QuestEffect>>,
3400    /// Effects fired when the whole quest completes.
3401    pub on_complete: Vec<QuestEffect>,
3402    /// The **cast ledger** (DSL v0.7, spec-0020): for every stage-2 NPC that is
3403    /// live during this quest — spawned and not explicitly removed — where it
3404    /// stands, what it is doing, and what its right-click offers *for this
3405    /// quest's duration*.
3406    ///
3407    /// The ledger exists because an NPC's dialogue used to be one tree for the
3408    /// whole campaign: after the climactic escape a crew member still offered
3409    /// "Tell me what he is." — a premise question absurd once the story moved on.
3410    /// Declaring the scene per quest makes the compiler able to check it
3411    /// (`DW0460`–`DW0467`) and makes the declaration itself the gate: the
3412    /// emitted right-click shows the root this quest declares, so a stale root
3413    /// retires *because the ledger says so*, not because an author remembered a
3414    /// flag.
3415    ///
3416    /// Every NPC live during the quest owes an entry (`DW0460`).
3417    #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3418    pub cast: BTreeMap<NpcId, CastEntry>,
3419    /// What this quest does to the story (DSL v0.8, spec-0025; required at 0.8.0,
3420    /// `DW0481`).
3421    #[serde(default, skip_serializing_if = "Option::is_none")]
3422    pub happening: Option<Happening>,
3423}
3424
3425/// One NPC's entry in a quest's [`cast`](Quest::cast) ledger.
3426///
3427/// Three authored shapes, tried in order (untagged): the bare keyword `"dead"` /
3428/// `"offstage"`, a single flat [`CastPlacement`], or a **list** of placements —
3429/// per-branch casts, each gated by the flags that select its branch (spec-0020
3430/// proof 4: where the effect history is branch-dependent, a single flat
3431/// declaration cannot hold on every reachable branch, and `DW0462` says so).
3432#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3433#[serde(untagged)]
3434pub enum CastEntry {
3435    /// The bare keyword form: `"npc/antiphos": "dead"`. Shorthand for a
3436    /// placement whose `at` is that keyword and which carries no `doing` or
3437    /// `dialogue` — a character who is not in the world has no business and
3438    /// answers no right-click.
3439    Absent(CastAbsence),
3440    /// A single placement that must hold on every reachable branch.
3441    Placement(CastPlacement),
3442    /// Per-branch placements (spec-0020 proof 4). Each carries the
3443    /// `requires_flags`/`forbids_flags` that select its branch.
3444    Branches(Vec<CastPlacement>),
3445}
3446
3447impl CastEntry {
3448    /// Every placement this entry declares, in declared order. The bare-keyword
3449    /// form yields none — there is no scene to check.
3450    pub fn placements(&self) -> Vec<&CastPlacement> {
3451        match self {
3452            CastEntry::Absent(_) => Vec::new(),
3453            CastEntry::Placement(p) => vec![p],
3454            CastEntry::Branches(ps) => ps.iter().collect(),
3455        }
3456    }
3457
3458    /// Every placement this entry declares, mutably (the l10n traversal).
3459    pub fn placements_mut(&mut self) -> Vec<&mut CastPlacement> {
3460        match self {
3461            CastEntry::Absent(_) => Vec::new(),
3462            CastEntry::Placement(p) => vec![p],
3463            CastEntry::Branches(ps) => ps.iter_mut().collect(),
3464        }
3465    }
3466
3467    /// The bare-keyword absence this entry declares, if it is that form.
3468    pub fn absence(&self) -> Option<CastAbsence> {
3469        match self {
3470            CastEntry::Absent(a) => Some(*a),
3471            _ => None,
3472        }
3473    }
3474
3475    /// True if this entry declares the NPC out of the world entirely — the bare
3476    /// keyword, or every placement's `at` being a keyword.
3477    pub fn is_absent(&self) -> bool {
3478        match self {
3479            CastEntry::Absent(_) => true,
3480            CastEntry::Placement(p) => p.at.absence().is_some(),
3481            CastEntry::Branches(ps) => {
3482                !ps.is_empty() && ps.iter().all(|p| p.at.absence().is_some())
3483            }
3484        }
3485    }
3486}
3487
3488/// A declared absence: the NPC is deliberately not in the world.
3489#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3490#[serde(rename_all = "kebab-case")]
3491pub enum CastAbsence {
3492    /// Removed from the story for good (must match a `despawn-npc` with no later
3493    /// `spawn-npc`).
3494    Dead,
3495    /// Not in the world for this quest, but may return (must match a
3496    /// `despawn-npc`).
3497    Offstage,
3498}
3499
3500impl CastAbsence {
3501    /// The authored keyword (`dead` / `offstage`).
3502    pub fn token(self) -> &'static str {
3503        match self {
3504            CastAbsence::Dead => "dead",
3505            CastAbsence::Offstage => "offstage",
3506        }
3507    }
3508}
3509
3510/// Where a cast entry puts an NPC: a prefab anchor, or a declared absence.
3511#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3512#[serde(untagged)]
3513pub enum CastPlace {
3514    /// `"dead"` or `"offstage"` — explicitly not in the world.
3515    Absent(CastAbsence),
3516    /// The anchor the NPC stands on for this quest's duration. Must equal the
3517    /// position the effect history actually produces (`DW0461`): declaring an
3518    /// anchor does not teleport anybody.
3519    Anchor(AnchorId),
3520}
3521
3522impl CastPlace {
3523    /// The anchor this place names, if it is an anchor.
3524    pub fn anchor(&self) -> Option<&AnchorId> {
3525        match self {
3526            CastPlace::Anchor(a) => Some(a),
3527            CastPlace::Absent(_) => None,
3528        }
3529    }
3530
3531    /// The declared absence, if this place is one.
3532    pub fn absence(&self) -> Option<CastAbsence> {
3533        match self {
3534            CastPlace::Absent(a) => Some(*a),
3535            CastPlace::Anchor(_) => None,
3536        }
3537    }
3538
3539    /// The authored token, for diagnostics.
3540    pub fn token(&self) -> &str {
3541        match self {
3542            CastPlace::Absent(a) => a.token(),
3543            CastPlace::Anchor(a) => a.as_str(),
3544        }
3545    }
3546}
3547
3548/// One declared scene for one NPC in one quest.
3549#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3550#[serde(deny_unknown_fields)]
3551pub struct CastPlacement {
3552    /// Where the NPC is: an anchor, or `"offstage"` / `"dead"`.
3553    pub at: CastPlace,
3554    /// What the character is *doing* — free prose, never machine-checked.
3555    ///
3556    /// This field is the forcing function, which is the whole reason it is
3557    /// required (`DW0463`) despite being unverifiable: you cannot fill it in
3558    /// without deciding the character's business in this beat, and stage 6
3559    /// receives it as the context the NPC's lines are written against.
3560    #[serde(default, skip_serializing_if = "Option::is_none")]
3561    pub doing: Option<String>,
3562    /// What right-click offers during this quest. Required for an on-stage
3563    /// placement (`DW0463`) — including the explicit `"none"`.
3564    #[serde(default, skip_serializing_if = "Option::is_none")]
3565    pub dialogue: Option<CastDialogue>,
3566    /// Branch gate (per-branch casts): this placement describes the world only
3567    /// once every listed flag is set. Mirrors an option's `requires_flags`.
3568    #[serde(default, skip_serializing_if = "Vec::is_empty")]
3569    pub requires_flags: Vec<FlagId>,
3570    /// Negative branch gate: this placement describes the world only while no
3571    /// listed flag is set. Mirrors an option's `forbids_flags`.
3572    #[serde(default, skip_serializing_if = "Vec::is_empty")]
3573    pub forbids_flags: Vec<FlagId>,
3574    /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
3575    /// hold for this gate to be open. The third field of the one gate, carried by
3576    /// every gate consumer — never by the verb that first wanted it. Default
3577    /// empty, so a pre-0.10 campaign is byte-identical.
3578    #[serde(default, skip_serializing_if = "Vec::is_empty")]
3579    pub requires_state: Vec<StateCompare>,
3580}
3581
3582/// What an NPC's right-click offers for a quest's duration.
3583///
3584/// Untagged, tried in order: the keywords `"none"` / `"unchanged"`, a
3585/// `{"barks": […]}` pool, then a dialogue root id.
3586#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3587#[serde(untagged)]
3588pub enum CastDialogue {
3589    /// A keyword: `"none"` or `"unchanged"`.
3590    Keyword(CastDialogueKeyword),
3591    /// A bark pool: right-click yields one inconsequential in-character line —
3592    /// no tree, no options, no consequences.
3593    Barks(CastBarks),
3594    /// A dialogue root id: right-click opens this node of the NPC's stage-6
3595    /// tree. Must be a node of *that* NPC's tree (`DW0464`).
3596    Root(DialogueId),
3597}
3598
3599/// The keyword forms of [`CastDialogue`].
3600#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3601#[serde(rename_all = "kebab-case")]
3602pub enum CastDialogueKeyword {
3603    /// Genuinely no reaction: the right-click is recorded and consumed, and
3604    /// nothing opens. Legal, but a last resort — if a body is clickable, the
3605    /// world should answer; prefer a bark.
3606    None,
3607    /// Carry forward whatever this NPC's dialogue was at its **previous**
3608    /// appearance in the quest-DAG ordering.
3609    ///
3610    /// The point is that carrying dialogue forward is a *conscious, declared
3611    /// act*. It is never an implicit default — an omitted `dialogue` is
3612    /// `DW0463`, not a carry-forward — and writing `"unchanged"` states the
3613    /// intent without re-spelling a root id that then drifts out of sync. It
3614    /// resolves transitively (`unchanged` → `unchanged` → a root), and using it
3615    /// at an NPC's first appearance is `DW0466`: there is nothing to carry.
3616    ///
3617    /// Emission is a **no-op** — no root swap is emitted for that NPC at that
3618    /// quest — which is what makes the sugar cheap and byte-stable.
3619    Unchanged,
3620}
3621
3622/// A bark pool: inconsequential in-character lines, cycled deterministically.
3623#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3624#[serde(deny_unknown_fields)]
3625pub struct CastBarks {
3626    /// The lines, in cycle order. At least one (`DW0464`). Player-visible, so
3627    /// they enter the l10n inventory like any narrate text.
3628    pub barks: Vec<String>,
3629}
3630
3631/// What triggers a quest.
3632#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3633#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
3634pub enum Trigger {
3635    /// Fires when the campaign starts.
3636    CampaignStart,
3637    /// Fires when another quest completes.
3638    QuestComplete {
3639        /// The prerequisite quest.
3640        quest: QuestId,
3641    },
3642}
3643
3644/// A quest objective.
3645///
3646/// Every variant may carry `requires_flags`:
3647/// flag-gated activation, satisfied only once each referenced flag has been set
3648/// by a `set-flag` effect.
3649#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3650#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
3651pub enum Objective {
3652    /// Completed by a dialogue option's `complete-objective` effect.
3653    TalkTo {
3654        /// Objective id.
3655        id: ObjectiveId,
3656        /// Short player-facing objective name (v0.3, optional).
3657        #[serde(default, skip_serializing_if = "Option::is_none")]
3658        title: Option<String>,
3659        /// One-line location/direction hint (v0.3, optional).
3660        #[serde(default, skip_serializing_if = "Option::is_none")]
3661        hint: Option<String>,
3662        /// The NPC to talk to.
3663        npc: NpcId,
3664        /// Prerequisite objectives (intra-quest ordering).
3665        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3666        after: Vec<ObjectiveId>,
3667        /// Flags that must be set before this objective activates (v0.3).
3668        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3669        requires_flags: Vec<FlagId>,
3670        /// Negative flag gate (DSL v0.6): the
3671        /// objective is suppressed (cannot activate or complete) while ANY listed
3672        /// flag is set for the player — the dual of `requires_flags`.
3673        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3674        forbids_flags: Vec<FlagId>,
3675        /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3676        /// must hold for this gate to be open. The third field of the one gate,
3677        /// carried by every gate consumer — never by the verb that first wanted
3678        /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3679        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3680        requires_state: Vec<StateCompare>,
3681        /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3682        /// bot should traverse sneaking (sprint disabled). Emitted into
3683        /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3684        /// hint; no datapack effect.
3685        #[serde(default, skip_serializing_if = "is_false")]
3686        stealth: bool,
3687        /// What this objective does to the story (DSL v0.8, spec-0025; required
3688        /// at 0.8.0, `DW0481`).
3689        #[serde(default, skip_serializing_if = "Option::is_none")]
3690        happening: Option<Happening>,
3691    },
3692    /// Completed by reaching an anchor once prerequisites are met.
3693    ReachAnchor {
3694        /// Objective id.
3695        id: ObjectiveId,
3696        /// Short player-facing objective name (v0.3, optional).
3697        #[serde(default, skip_serializing_if = "Option::is_none")]
3698        title: Option<String>,
3699        /// One-line location/direction hint (v0.3, optional).
3700        #[serde(default, skip_serializing_if = "Option::is_none")]
3701        hint: Option<String>,
3702        /// The anchor to reach.
3703        anchor: AnchorId,
3704        /// Completion radius (blocks).
3705        radius: u32,
3706        /// Prerequisite objectives (intra-quest ordering).
3707        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3708        after: Vec<ObjectiveId>,
3709        /// Flags that must be set before this objective activates (v0.3).
3710        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3711        requires_flags: Vec<FlagId>,
3712        /// Negative flag gate (DSL v0.6): the
3713        /// objective is suppressed (cannot activate or complete) while ANY listed
3714        /// flag is set for the player — the dual of `requires_flags`.
3715        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3716        forbids_flags: Vec<FlagId>,
3717        /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3718        /// must hold for this gate to be open. The third field of the one gate,
3719        /// carried by every gate consumer — never by the verb that first wanted
3720        /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3721        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3722        requires_state: Vec<StateCompare>,
3723        /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3724        /// bot should traverse sneaking (sprint disabled). Emitted into
3725        /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3726        /// hint; no datapack effect.
3727        #[serde(default, skip_serializing_if = "is_false")]
3728        stealth: bool,
3729        /// What this objective does to the story (DSL v0.8, spec-0025; required
3730        /// at 0.8.0, `DW0481`).
3731        #[serde(default, skip_serializing_if = "Option::is_none")]
3732        happening: Option<Happening>,
3733    },
3734    /// Completed when the referenced wave is fully slain (v0.3).
3735    Kill {
3736        /// Objective id.
3737        id: ObjectiveId,
3738        /// Short player-facing objective name (v0.3, optional).
3739        #[serde(default, skip_serializing_if = "Option::is_none")]
3740        title: Option<String>,
3741        /// One-line location/direction hint (v0.3, optional).
3742        #[serde(default, skip_serializing_if = "Option::is_none")]
3743        hint: Option<String>,
3744        /// The wave (stage-5 `waves` ref) whose mobs must be slain.
3745        wave: WaveId,
3746        /// Prerequisite objectives.
3747        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3748        after: Vec<ObjectiveId>,
3749        /// Flags that must be set before this objective activates (v0.3).
3750        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3751        requires_flags: Vec<FlagId>,
3752        /// Negative flag gate (DSL v0.6): the
3753        /// objective is suppressed (cannot activate or complete) while ANY listed
3754        /// flag is set for the player — the dual of `requires_flags`.
3755        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3756        forbids_flags: Vec<FlagId>,
3757        /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3758        /// must hold for this gate to be open. The third field of the one gate,
3759        /// carried by every gate consumer — never by the verb that first wanted
3760        /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3761        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3762        requires_state: Vec<StateCompare>,
3763        /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3764        /// bot should traverse sneaking (sprint disabled). Emitted into
3765        /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3766        /// hint; no datapack effect.
3767        #[serde(default, skip_serializing_if = "is_false")]
3768        stealth: bool,
3769        /// What this objective does to the story (DSL v0.8, spec-0025; required
3770        /// at 0.8.0, `DW0481`).
3771        #[serde(default, skip_serializing_if = "Option::is_none")]
3772        happening: Option<Happening>,
3773    },
3774    /// Completed when `count` of `item` have been collected (v0.3).
3775    ///
3776    /// The items are provided in a container: the compiler's own chest at
3777    /// `anchor` by default, or — since DSL v0.8 — the prefab's existing
3778    /// chest/barrel at [`Objective::Collect::container`], optionally carrying an
3779    /// [`Objective::Collect::item_name`] and padded to read full with
3780    /// [`Objective::Collect::fill_count`].
3781    Collect {
3782        /// Objective id.
3783        id: ObjectiveId,
3784        /// Short player-facing objective name (v0.3, optional).
3785        #[serde(default, skip_serializing_if = "Option::is_none")]
3786        title: Option<String>,
3787        /// One-line location/direction hint (v0.3, optional).
3788        #[serde(default, skip_serializing_if = "Option::is_none")]
3789        hint: Option<String>,
3790        /// Vanilla item id to collect (validated against the registry).
3791        item: String,
3792        /// How many are required.
3793        count: u32,
3794        /// The anchor items are provided at (chest / pickup).
3795        anchor: AnchorId,
3796        /// **Adopt the container the prefab already placed**: the anchor whose
3797        /// assembled-world cell holds
3798        /// a `chest` / `trapped_chest` / `barrel` this collect fills instead of
3799        /// conjuring its own chest at [`Objective::Collect::anchor`].
3800        ///
3801        /// Same division of labour a `loot` entry and a trap's dispenser already
3802        /// keep with the prefab: furniture belongs in the piece. A beach camp's
3803        /// barrel is scenery the player has been walking past since minute one —
3804        /// having the compiler `setblock` a *second*, floating chest beside it to
3805        /// hold the quest item is exactly the downstream workaround the no-hack
3806        /// rule forbids. A `container` whose cell holds no container is a build
3807        /// error (`DW0438`), never a silent fill into a wall.
3808        ///
3809        /// The critical-path step's position follows the container (the bot opens
3810        /// *this* block), and no chest is placed at `anchor` when it is set.
3811        #[serde(default, skip_serializing_if = "Option::is_none")]
3812        container: Option<AnchorId>,
3813        /// **The item comes off a body, not out of a box**: the wave whose
3814        /// declared `drops[]` yield
3815        /// this objective's item. No container is placed — not the compiler's own
3816        /// chest at `anchor`, not a prefab one — and `container` is therefore
3817        /// mutually exclusive with it (`DW0100`-adjacent; `DW0492`).
3818        ///
3819        /// This is what makes "kill the boss → pick up its key → open the door"
3820        /// a *proved* chain rather than an authoring intention. The compiler
3821        /// requires (a) that the named wave really declares an `{item}` drop of
3822        /// this item (`DW0492`), and (b) that a `kill` objective for that wave
3823        /// precedes this collect in the objective graph (`DW0493`). The existing
3824        /// flow machinery then carries the ordering the rest of the way: the
3825        /// door's `requires_flags` hangs off this collect exactly as it would off
3826        /// a chest one.
3827        ///
3828        /// **Waves only.** An actor's death is not observable by any objective —
3829        /// there is no vanilla-side signal the flow machinery could consume — so
3830        /// an actor-gated collect would be an unprovable claim, and per the
3831        /// no-hack doctrine it is excluded rather than approximated. An actor may
3832        /// still declare `drops[]`; those drops just cannot gate a quest.
3833        #[serde(default, skip_serializing_if = "Option::is_none")]
3834        dropped_by: Option<WaveId>,
3835        /// Display name for the collected item (DSL v0.8), emitted as the vanilla `custom_name` item component.
3836        ///
3837        /// A quest item is a *named thing* in the story ("Cheese", "Tide
3838        /// Ledger"), and a player who opens the barrel must read that name — an
3839        /// unnamed `minecraft:pumpkin_pie` says nothing about what the quest asked
3840        /// for. Player-visible, so it enters the l10n string inventory
3841        /// (`obj.<quest>.<obj>.item_name`) and translates like any other line.
3842        ///
3843        /// Naming changes nothing about adjudication: the completion advancement
3844        /// and the per-tick held check both match on the ITEM ID, which a named
3845        /// stack still carries.
3846        #[serde(default, skip_serializing_if = "Option::is_none")]
3847        item_name: Option<String>,
3848        /// Padding stacks that make the container **read full**. Default `0` =
3849        /// the single required
3850        /// stack and nothing else.
3851        ///
3852        /// A barrel of cheese that opens on one lonely wheel reads as a bug, and
3853        /// vanilla's notion of "full" is *occupied slots*, not stack size — so
3854        /// this counts SLOTS: the objective's own stack lands in `container.0` and
3855        /// each padding stack repeats it in `container.1`, `container.2`, … Slot
3856        /// assignment is positional and total, the same determinism story `loot`
3857        /// tells (ADR-0006): no RNG, no loot tables, nothing to reseed.
3858        ///
3859        /// The padding is the same item, so taking the whole barrel still
3860        /// completes the objective and never over- or under-counts it.
3861        #[serde(default, skip_serializing_if = "is_zero")]
3862        fill_count: u32,
3863        /// Prerequisite objectives.
3864        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3865        after: Vec<ObjectiveId>,
3866        /// Flags that must be set before this objective activates (v0.3).
3867        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3868        requires_flags: Vec<FlagId>,
3869        /// Negative flag gate (DSL v0.6): the
3870        /// objective is suppressed (cannot activate or complete) while ANY listed
3871        /// flag is set for the player — the dual of `requires_flags`.
3872        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3873        forbids_flags: Vec<FlagId>,
3874        /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3875        /// must hold for this gate to be open. The third field of the one gate,
3876        /// carried by every gate consumer — never by the verb that first wanted
3877        /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3878        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3879        requires_state: Vec<StateCompare>,
3880        /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3881        /// bot should traverse sneaking (sprint disabled). Emitted into
3882        /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3883        /// hint; no datapack effect.
3884        #[serde(default, skip_serializing_if = "is_false")]
3885        stealth: bool,
3886        /// What this objective does to the story (DSL v0.8, spec-0025; required
3887        /// at 0.8.0, `DW0481`).
3888        #[serde(default, skip_serializing_if = "Option::is_none")]
3889        happening: Option<Happening>,
3890    },
3891    /// Completed by interacting with an entity at `anchor`; if `requires_item` is
3892    /// set, the item must be **held in the main hand** (v0.3; held semantics since
3893    /// DSL v0.7 — see [`Objective::Interact::requires_item`]).
3894    Interact {
3895        /// Objective id.
3896        id: ObjectiveId,
3897        /// Short player-facing objective name (v0.3, optional).
3898        #[serde(default, skip_serializing_if = "Option::is_none")]
3899        title: Option<String>,
3900        /// One-line location/direction hint (v0.3, optional).
3901        #[serde(default, skip_serializing_if = "Option::is_none")]
3902        hint: Option<String>,
3903        /// The anchor the interaction entity stands at.
3904        anchor: AnchorId,
3905        /// Item the player must be **holding in the main hand** for the
3906        /// interaction to complete (optional).
3907        ///
3908        /// Held, not merely possessed: presenting the
3909        /// item IS the action — a player who right-clicks a sleeping giant with a
3910        /// sharpened stake buried in their backpack has not stabbed anything.
3911        /// Before this ruling the gate read the whole inventory, which made every
3912        /// `requires_item` interaction fire the moment the item was picked up
3913        /// anywhere, whatever the player was actually doing with their hands.
3914        #[serde(default, skip_serializing_if = "Option::is_none")]
3915        requires_item: Option<String>,
3916        /// Diegetic feedback for a click that arrives without the required item in
3917        /// hand (DSL v0.7): narrated to that player in
3918        /// chat instead of the silence the gate used to answer with. Requires
3919        /// `requires_item` (`DW0437`).
3920        ///
3921        /// Only fires while the objective is genuinely open — same activation gate
3922        /// as the affordance itself — so a finished or not-yet-active interaction
3923        /// stays quiet.
3924        #[serde(default, skip_serializing_if = "Option::is_none")]
3925        missing_item_hint: Option<String>,
3926        /// Prop block that IS the interaction affordance (DSL v0.4, spec-0008
3927        /// §2): the compiler `setblock`s it at the anchor on activation (exactly
3928        /// as `collect` uses a real chest). Omitted = the glowing-lantern
3929        /// hologram marker (the v0.3 fallback).
3930        #[serde(default, skip_serializing_if = "Option::is_none")]
3931        prop: Option<Prop>,
3932        /// Prerequisite objectives.
3933        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3934        after: Vec<ObjectiveId>,
3935        /// Flags that must be set before this objective activates (v0.3).
3936        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3937        requires_flags: Vec<FlagId>,
3938        /// Negative flag gate (DSL v0.6): the
3939        /// objective is suppressed (cannot activate or complete) while ANY listed
3940        /// flag is set for the player — the dual of `requires_flags`.
3941        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3942        forbids_flags: Vec<FlagId>,
3943        /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
3944        /// must hold for this gate to be open. The third field of the one gate,
3945        /// carried by every gate consumer — never by the verb that first wanted
3946        /// it. Default empty, so a pre-0.10 campaign is byte-identical.
3947        #[serde(default, skip_serializing_if = "Vec::is_empty")]
3948        requires_state: Vec<StateCompare>,
3949        /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
3950        /// bot should traverse sneaking (sprint disabled). Emitted into
3951        /// `critical-path.json` as `sneak: true` on the step. Purely a harness
3952        /// hint; no datapack effect.
3953        #[serde(default, skip_serializing_if = "is_false")]
3954        stealth: bool,
3955        /// What this objective does to the story (DSL v0.8, spec-0025; required
3956        /// at 0.8.0, `DW0481`).
3957        #[serde(default, skip_serializing_if = "Option::is_none")]
3958        happening: Option<Happening>,
3959    },
3960}
3961
3962/// A prop block for an `interact` objective (DSL v0.4). The block is the
3963/// affordance the player interacts with; its id is validated against the pinned
3964/// 1.21.11 block registry (`DW0193`).
3965#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3966#[serde(deny_unknown_fields)]
3967pub struct Prop {
3968    /// Vanilla block id (e.g. `minecraft:lever`).
3969    pub block: String,
3970}
3971
3972// ---------------------------------------------------------------------------
3973// Stage 5 — scripted actors (DSL v0.6, spec-0014)
3974// ---------------------------------------------------------------------------
3975
3976/// A scripted stage actor (DSL v0.6, spec-0014): a NoAI/Silent/no-loot puppet,
3977/// distinct from a stage-2 [`Npc`] (no dialogue, any mob type). Emitted with tag
3978/// `dw_actor_<id>`, `Invulnerable` unless `vulnerable` (a damageable puppet stays
3979/// knockback-immune — the tower-defense creep). `skin` re-dresses it as a
3980/// `minecraft:mannequin`, exactly as a stage-2 NPC skin. The puppet is summoned by
3981/// a `spawn-actor` effect (not at load), moved by `move-actor`, and can be replaced
3982/// by a real-AI twin with `unleash-actor`.
3983#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3984#[serde(deny_unknown_fields)]
3985pub struct Actor {
3986    /// Unique actor id (`actor/<kebab>`).
3987    pub id: ActorId,
3988    /// The vanilla entity to puppet, e.g. `minecraft:warden`. Validated against the
3989    /// pinned 1.21.11 entity registry (`DW0173`).
3990    pub entity: String,
3991    /// Optional custom name shown above the puppet.
3992    #[serde(default, skip_serializing_if = "Option::is_none")]
3993    pub name: Option<String>,
3994    /// Optional player-model skin (mannequin), as a stage-2 NPC (`DW0190`).
3995    #[serde(default, skip_serializing_if = "Option::is_none")]
3996    pub skin: Option<NpcSkin>,
3997    /// The anchor the puppet is summoned on (resolved across areas, like an
3998    /// `open-gate` / `move-npc` destination).
3999    pub anchor: AnchorId,
4000    /// Initial facing (default `south`). The puppet spawns yawed this way.
4001    #[serde(default, skip_serializing_if = "Option::is_none")]
4002    pub facing: Option<Facing>,
4003    /// If `true`, the puppet is damageable (a tower-defense creep) but stays
4004    /// knockback-immune; default `false` (fully `Invulnerable`).
4005    #[serde(default, skip_serializing_if = "is_false")]
4006    pub vulnerable: bool,
4007    /// Gear the actor wears and holds, in the same shape a wave mob uses
4008    /// ([`MobEquipment`]). Emitted into BOTH the staged puppet and the
4009    /// unleashed twin, so the dormant elite the player has been circling is
4010    /// visibly the same armoured thing that stands up. Drop chances are zero —
4011    /// wave gear and actor gear are never farmable (no-grind constitution).
4012    #[serde(default, skip_serializing_if = "Option::is_none")]
4013    pub equipment: Option<MobEquipment>,
4014    /// Attribute overrides, in the same shape a wave mob uses ([`MobAttributes`],
4015    /// the v0.4 surface — one type, one rule set, so the two surfaces cannot
4016    /// drift). Emitted into BOTH the staged puppet and the unleashed twin, so the
4017    /// elite the party fights is the elite the author tuned; without it an actor
4018    /// was stuck at vanilla base values while every wave mob could be tuned,
4019    /// which is what blocked elite authoring. A `vulnerable` actor's
4020    /// knockback-immunity is emitted first and is not authorable.
4021    #[serde(default, skip_serializing_if = "Option::is_none")]
4022    pub attributes: Option<MobAttributes>,
4023    /// How hard this actor's fight is *meant* to be (DSL v0.8, spec-0023) — the
4024    /// same [`EncounterTier`] vocabulary a [`Wave`] declares. Absent =
4025    /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.8 campaign.
4026    ///
4027    /// A wave is not the only shape an elite takes. The set-piece souls fight —
4028    /// the armoured thing kneeling among the graves that stands up when you hit
4029    /// it — is an **actor**: staged by `spawn-actor`, given AI by
4030    /// `unleash-actor`, killed by hand rather than by a `kill` objective. Before
4031    /// this field the validation ladder's inverted floor gate could only see
4032    /// `waves[].tier`, so such a boss was *structurally invisible* to it and an
4033    /// empty finding list read as a pass while covering nothing.
4034    ///
4035    /// Like the wave field this is a **declaration, not a knob**: the compiler
4036    /// never scales an actor from it, and emission is unchanged whichever tier is
4037    /// declared. What it buys is scrutiny — the actor enters
4038    /// `validation/combat-plan.json`, and the compiler states, per tiered actor,
4039    /// whether the floor gate can measure it and why not when it cannot
4040    /// (`DW0477`).
4041    #[serde(default, skip_serializing_if = "Option::is_none")]
4042    pub tier: Option<EncounterTier>,
4043    /// What this actor leaves behind when a player kills it. Only an
4044    /// `elite`/`boss` actor may
4045    /// declare it (`DW0491`). Emitted into BOTH the staged puppet and the
4046    /// unleashed twin, exactly as `equipment` is — the drop belongs to the body,
4047    /// not to one of its two lifecycles. A `despawn-actor` strips the
4048    /// declaration off the body before removing it, so re-caging an elite (a
4049    /// souls re-seat) never scatters its axe.
4050    #[serde(default, skip_serializing_if = "Vec::is_empty")]
4051    pub drops: Vec<MobDrop>,
4052    /// What this body can do when it moves (DSL v0.11, spec-0034) — the same
4053    /// [`BodyTraversal`] a stage-2 [`Npc`] carries, because traversal belongs to
4054    /// the body and not to the stage that declares it. Absent = the class the
4055    /// compiler derives from `entity` (or from `minecraft:mannequin` when `skin`
4056    /// is set).
4057    #[serde(default, skip_serializing_if = "Option::is_none")]
4058    pub traversal: Option<BodyTraversal>,
4059}
4060
4061/// A cardinal facing keyword (DSL v0.6). Emitted as the puppet's spawn yaw
4062/// (MC: yaw 0 = +z/south).
4063#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
4064#[serde(rename_all = "kebab-case")]
4065pub enum Facing {
4066    /// Facing +z (yaw 0) — the default.
4067    South,
4068    /// Facing -z (yaw 180).
4069    North,
4070    /// Facing -x (yaw 90).
4071    West,
4072    /// Facing +x (yaw 270).
4073    East,
4074}
4075
4076impl Facing {
4077    /// The kebab token (`south` / `north` / `west` / `east`).
4078    pub fn token(self) -> &'static str {
4079        match self {
4080            Facing::South => "south",
4081            Facing::North => "north",
4082            Facing::West => "west",
4083            Facing::East => "east",
4084        }
4085    }
4086}
4087
4088/// How a `despawn-actor` removes its puppet (DSL v0.6).
4089#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
4090#[serde(rename_all = "kebab-case")]
4091pub enum DespawnStyle {
4092    /// Silent removal (`kill @e` with no death animation is not possible; the
4093    /// compiler removes the entity via `/kill` on an `Invulnerable` puppet, or a
4094    /// data-driven removal — see the emitter — so no death particles/sound show).
4095    Vanish,
4096    /// Plays the vanilla death animation (a cutscene death).
4097    Kill,
4098}
4099
4100impl DespawnStyle {
4101    /// The kebab token (`vanish` / `kill`).
4102    pub fn token(self) -> &'static str {
4103        match self {
4104            DespawnStyle::Vanish => "vanish",
4105            DespawnStyle::Kill => "kill",
4106        }
4107    }
4108}
4109
4110/// One step of a [`Verb::Sequence`] (DSL v0.6): a group of effects fired at
4111/// an exact tick offset from the sequence's start.
4112#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4113#[serde(deny_unknown_fields)]
4114pub struct SequenceStep {
4115    /// Tick offset from the sequence start at which `effects` fire.
4116    pub at_ticks: u32,
4117    /// The effects fired at `at_ticks`. Any stage-5 effect except a nested
4118    /// `sequence` (rejected with `DW0329`).
4119    pub effects: Vec<QuestEffect>,
4120}
4121
4122impl Objective {
4123    /// This objective's id.
4124    pub fn id(&self) -> &ObjectiveId {
4125        match self {
4126            Objective::TalkTo { id, .. }
4127            | Objective::ReachAnchor { id, .. }
4128            | Objective::Kill { id, .. }
4129            | Objective::Collect { id, .. }
4130            | Objective::Interact { id, .. } => id,
4131        }
4132    }
4133
4134    /// This objective's prerequisites.
4135    pub fn after(&self) -> &[ObjectiveId] {
4136        match self {
4137            Objective::TalkTo { after, .. }
4138            | Objective::ReachAnchor { after, .. }
4139            | Objective::Kill { after, .. }
4140            | Objective::Collect { after, .. }
4141            | Objective::Interact { after, .. } => after,
4142        }
4143    }
4144
4145    /// The short player-facing objective title (v0.3, optional).
4146    pub fn title(&self) -> Option<&str> {
4147        match self {
4148            Objective::TalkTo { title, .. }
4149            | Objective::ReachAnchor { title, .. }
4150            | Objective::Kill { title, .. }
4151            | Objective::Collect { title, .. }
4152            | Objective::Interact { title, .. } => title.as_deref(),
4153        }
4154    }
4155
4156    /// The one-line location/direction hint (v0.3, optional).
4157    pub fn hint(&self) -> Option<&str> {
4158        match self {
4159            Objective::TalkTo { hint, .. }
4160            | Objective::ReachAnchor { hint, .. }
4161            | Objective::Kill { hint, .. }
4162            | Objective::Collect { hint, .. }
4163            | Objective::Interact { hint, .. } => hint.as_deref(),
4164        }
4165    }
4166
4167    /// Mutable access to the optional player-facing title (i18n localization).
4168    pub fn title_mut(&mut self) -> &mut Option<String> {
4169        match self {
4170            Objective::TalkTo { title, .. }
4171            | Objective::ReachAnchor { title, .. }
4172            | Objective::Kill { title, .. }
4173            | Objective::Collect { title, .. }
4174            | Objective::Interact { title, .. } => title,
4175        }
4176    }
4177
4178    /// Mutable access to the optional one-line hint (i18n localization).
4179    pub fn hint_mut(&mut self) -> &mut Option<String> {
4180        match self {
4181            Objective::TalkTo { hint, .. }
4182            | Objective::ReachAnchor { hint, .. }
4183            | Objective::Kill { hint, .. }
4184            | Objective::Collect { hint, .. }
4185            | Objective::Interact { hint, .. } => hint,
4186        }
4187    }
4188
4189    /// The flags that must be set before this objective activates (v0.3).
4190    pub fn requires_flags(&self) -> &[FlagId] {
4191        match self {
4192            Objective::TalkTo { requires_flags, .. }
4193            | Objective::ReachAnchor { requires_flags, .. }
4194            | Objective::Kill { requires_flags, .. }
4195            | Objective::Collect { requires_flags, .. }
4196            | Objective::Interact { requires_flags, .. } => requires_flags,
4197        }
4198    }
4199
4200    /// The negative flag gate (DSL v0.6): flags whose being set **suppresses**
4201    /// this objective. The dual of [`Objective::requires_flags`].
4202    pub fn forbids_flags(&self) -> &[FlagId] {
4203        match self {
4204            Objective::TalkTo { forbids_flags, .. }
4205            | Objective::ReachAnchor { forbids_flags, .. }
4206            | Objective::Kill { forbids_flags, .. }
4207            | Objective::Collect { forbids_flags, .. }
4208            | Objective::Interact { forbids_flags, .. } => forbids_flags,
4209        }
4210    }
4211
4212    /// The numeric gate terms (DSL v0.10, spec-0031): comparisons that must hold
4213    /// before this objective activates. See [`StateCompare`].
4214    pub fn requires_state(&self) -> &[StateCompare] {
4215        match self {
4216            Objective::TalkTo { requires_state, .. }
4217            | Objective::ReachAnchor { requires_state, .. }
4218            | Objective::Kill { requires_state, .. }
4219            | Objective::Collect { requires_state, .. }
4220            | Objective::Interact { requires_state, .. } => requires_state,
4221        }
4222    }
4223
4224    /// What this objective does to the story (DSL v0.8, spec-0025).
4225    pub fn happening(&self) -> Option<&Happening> {
4226        match self {
4227            Objective::TalkTo { happening, .. }
4228            | Objective::ReachAnchor { happening, .. }
4229            | Objective::Kill { happening, .. }
4230            | Objective::Collect { happening, .. }
4231            | Objective::Interact { happening, .. } => happening.as_ref(),
4232        }
4233    }
4234
4235    /// The bot stealth hint (DSL v0.4): traverse this leg sneaking.
4236    pub fn stealth(&self) -> bool {
4237        match self {
4238            Objective::TalkTo { stealth, .. }
4239            | Objective::ReachAnchor { stealth, .. }
4240            | Objective::Kill { stealth, .. }
4241            | Objective::Collect { stealth, .. }
4242            | Objective::Interact { stealth, .. } => *stealth,
4243        }
4244    }
4245
4246    /// The container this objective ADOPTS (DSL v0.8), if it is a `collect` that
4247    /// declares one: the anchor whose prefab-placed chest/barrel it fills instead
4248    /// of conjuring its own chest. `None` on every other objective and on a
4249    /// `collect` that keeps the compiler-placed chest.
4250    pub fn collect_container(&self) -> Option<&AnchorId> {
4251        match self {
4252            Objective::Collect { container, .. } => container.as_ref(),
4253            _ => None,
4254        }
4255    }
4256
4257    /// The wave whose declared drops provide this objective's item (DSL v0.9),
4258    /// if it is a `collect` that declares one. `None` on every other objective
4259    /// and on a `collect` fed by a container.
4260    pub fn collect_dropped_by(&self) -> Option<&WaveId> {
4261        match self {
4262            Objective::Collect { dropped_by, .. } => dropped_by.as_ref(),
4263            _ => None,
4264        }
4265    }
4266
4267    /// The padding-stack count of a `collect` (DSL v0.8); `0` for every other
4268    /// objective and for a `collect` that fills the single required stack only.
4269    pub fn collect_fill_count(&self) -> u32 {
4270        match self {
4271            Objective::Collect { fill_count, .. } => *fill_count,
4272            _ => 0,
4273        }
4274    }
4275
4276    /// The `interact` prop block (DSL v0.4), if this is an `interact` with a prop.
4277    pub fn prop(&self) -> Option<&Prop> {
4278        match self {
4279            Objective::Interact { prop, .. } => prop.as_ref(),
4280            _ => None,
4281        }
4282    }
4283
4284    /// The kebab type tag.
4285    pub fn kind(&self) -> &'static str {
4286        match self {
4287            Objective::TalkTo { .. } => "talk-to",
4288            Objective::ReachAnchor { .. } => "reach-anchor",
4289            Objective::Kill { .. } => "kill",
4290            Objective::Collect { .. } => "collect",
4291            Objective::Interact { .. } => "interact",
4292        }
4293    }
4294
4295    /// The v0.3 verb name if this objective is one of the verbs introduced in
4296    /// DSL v0.3 (`kill`/`collect`/`interact`). These validate in v0.3 campaigns
4297    ///.
4298    pub fn v03_verb(&self) -> Option<&'static str> {
4299        match self {
4300            Objective::Kill { .. } => Some("kill"),
4301            Objective::Collect { .. } => Some("collect"),
4302            Objective::Interact { .. } => Some("interact"),
4303            Objective::TalkTo { .. } | Objective::ReachAnchor { .. } => None,
4304        }
4305    }
4306}
4307
4308/// The condition under which an effect fires, as one object.
4309///
4310/// The three axes of [`crate::gate::Gate`] in their declared form: the flags that
4311/// must be set, the flags that must not be, and the numeric comparisons that must
4312/// hold. Declared once and carried by [`QuestEffect::when`], so every verb is
4313/// gatable on exactly the same terms and a fourth axis is one field here.
4314#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize, JsonSchema)]
4315#[serde(deny_unknown_fields)]
4316pub struct Guard {
4317    /// Flags that must ALL be set (per party) for the effect to fire. Emission
4318    /// wraps the effect's commands in `execute if score #party dw.f_<flag> matches 1`.
4319    #[serde(default, skip_serializing_if = "Vec::is_empty")]
4320    pub requires_flags: Vec<FlagId>,
4321    /// Flags whose being set SUPPRESSES the effect — the dual of `requires_flags`,
4322    /// emitted as `execute unless score #party dw.f_<flag> matches 1`.
4323    #[serde(default, skip_serializing_if = "Vec::is_empty")]
4324    pub forbids_flags: Vec<FlagId>,
4325    /// Numeric comparisons that must ALL hold (spec-0031), emitted as
4326    /// `execute if score <holder> dw.s_<state> matches <range>`.
4327    #[serde(default, skip_serializing_if = "Vec::is_empty")]
4328    pub requires_state: Vec<StateCompare>,
4329}
4330
4331/// An effect fired by quest progress: **one guard, one story note, one verb.**
4332///
4333/// The guard is a property of an effect, not of the verb that first wanted one, so
4334/// it is declared once in [`Guard`] and every verb carries it — including the
4335/// staging and souls vocabulary (`spawn-actor`, `move-actor`, `set-checkpoint`,
4336/// `bonfire`, `begin-stealth`, `sequence`, …) that could not be branch-gated while
4337/// the fields lived on the variants. A gate that can never open on a
4338/// `campaign-complete` is caught where it belongs, by the completability proof.
4339///
4340/// `verb` is `#[serde(flatten)]`, so the JSON is unchanged in shape apart from the
4341/// guard moving under `when`: `{"type": "open-gate", "anchor": "…", "when":
4342/// {"requires_flags": ["…"]}}`. [`Verb`] keeps `deny_unknown_fields`, which is what
4343/// the flattened deserializer applies to everything the outer struct did not claim
4344/// — an author's typo is still `DW0100`.
4345#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4346pub struct QuestEffect {
4347    /// When this effect fires. `None` is the always-open gate.
4348    #[serde(default, skip_serializing_if = "Option::is_none")]
4349    pub when: Option<Guard>,
4350    /// What this beat does to the story (spec-0025) — validation metadata with no
4351    /// emission of its own.
4352    #[serde(default, skip_serializing_if = "Option::is_none")]
4353    pub happening: Option<Happening>,
4354    /// What the effect does.
4355    #[serde(flatten)]
4356    pub verb: Verb,
4357}
4358
4359impl From<Verb> for QuestEffect {
4360    /// An unguarded effect with no story note — the shape a compiler-synthesized
4361    /// beat and most tests want.
4362    fn from(verb: Verb) -> Self {
4363        QuestEffect {
4364            when: None,
4365            happening: None,
4366            verb,
4367        }
4368    }
4369}
4370
4371/// What an effect does, without the guard: the closed set of verbs.
4372#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4373#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
4374pub enum Verb {
4375    /// Opens a prefab-declared gate (one-way).
4376    OpenGate {
4377        /// The gate anchor to open.
4378        anchor: AnchorId,
4379    },
4380    /// Seals a prefab-declared gate — the physical dual of `open-gate` (DSL v0.6):
4381    /// fills the gate anchor's region with the block the anchor declares (e.g. the
4382    /// boulder's `minecraft:basalt`), turning an opened threshold back into a wall.
4383    /// The declared fill block is prefab metadata; a gate anchor with no `block` is
4384    /// rejected (`DW0343`). The completability model treats the region as **solid**
4385    /// from the point in the quest DAG where this fires (mirroring how `open-gate`'s
4386    /// clearing is modelled) — a critical path that must cross a gate after it seals
4387    /// fails the DW0311 reachability proof.
4388    CloseGate {
4389        /// The gate anchor to seal.
4390        anchor: AnchorId,
4391        /// 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
4392        /// and press: the compiler answers that press on the actionbar. Absent, the
4393        /// compiler's canonical English is baked in (`The way is sealed.`) exactly
4394        /// as `world.boundary.message` does; authored, the line is l10n-inventoried
4395        /// under `<effect-key>.sealed_hint` and translates like every other
4396        /// player-visible string.
4397        ///
4398        /// Unlike `happening`, this **does** print in the hand-written `Debug`
4399        /// below when present — it changes emission, so two otherwise-identical
4400        /// sequences that differ only in their seal's answer are different content.
4401        #[serde(default, skip_serializing_if = "Option::is_none")]
4402        sealed_hint: Option<String>,
4403    },
4404    /// Marks the campaign complete (final advancement + credits). Terminal — not
4405    /// flag-gatable (gating the campaign's own completion is a deadlock footgun),
4406    /// so this variant carries no `requires_flags`.
4407    CampaignComplete {
4408        /// Which ENDING this is (DSL v0.8, spec-0025).
4409        /// A campaign with more than one `campaign-complete` has more than one
4410        /// ending, and a branch that runs to an ending names it here — so the
4411        /// terminality proof (`DW0482`) can state *which* ending a branch reached
4412        /// instead of merely that something ended. There is no separate `endings`
4413        /// section: the set of endings is exactly the set named here, the same
4414        /// rule flags follow.
4415        #[serde(default, skip_serializing_if = "Option::is_none")]
4416        ending: Option<EndingId>,
4417    },
4418    /// Gives the party an item (v0.3; party-wide since v0.6/spec-0018).
4419    GiveItem {
4420        /// Vanilla item id to give (validated against the registry).
4421        item: String,
4422        /// How many to give.
4423        count: u32,
4424        /// Optional display name (DSL v0.4), matching [`KitItem::name`].
4425        #[serde(default, skip_serializing_if = "Option::is_none")]
4426        name: Option<String>,
4427        /// Who receives it (DSL v0.6, spec-0018). Absent = [`Carrier::All`] — every
4428        /// party member. `one` hands a single copy to the player whose action fired
4429        /// the effect; it is rejected in a scheduler-only bundle (`DW0371`), which
4430        /// has no acting player.
4431        #[serde(default, skip_serializing_if = "Option::is_none")]
4432        carrier: Option<Carrier>,
4433    },
4434    /// Sets a campaign flag, enabling flag-gated objectives (v0.3).
4435    SetFlag {
4436        /// The flag to set.
4437        flag: FlagId,
4438    },
4439    /// Writes a declared datum to an absolute value (DSL v0.10, spec-0031).
4440    SetState {
4441        /// The datum to write (stage-5 `state` ref).
4442        state: StateId,
4443        /// The value to write.
4444        value: i32,
4445    },
4446    /// Moves a declared datum by a signed amount (DSL v0.10, spec-0031).
4447    ///
4448    /// **Signed on purpose.** A purse that a shop debits and a stake that a death
4449    /// forfeits are the same operation with the sign flipped; a separate
4450    /// `subtract-state` would be a second verb for one mechanism, and the first
4451    /// campaign to need "add a negative" would have to choose between them.
4452    AddState {
4453        /// The datum to move (stage-5 `state` ref).
4454        state: StateId,
4455        /// How far to move it. Negative counts down.
4456        amount: i32,
4457    },
4458    /// Leaves a declared [`Stake`] behind for the acting player (DSL v0.10,
4459    /// spec-0032): forfeit the declared share of its datum, and place a
4460    /// collectable marker at the compile-time anchor for where they are.
4461    ///
4462    /// **Nothing about this verb says "death".** It is written in `on_death`
4463    /// because that is where a souls-shaped delve wants it, but the mechanism is
4464    /// "leave a recoverable cache where the acting player stands", and the effect
4465    /// carries the ordinary gate so any root may run it. What *is* death-specific
4466    /// — that the corpse stands on the death position, so the placement lookup has
4467    /// a position to key on — is a property of the `on_death` root, not of this
4468    /// verb.
4469    DropStake {
4470        /// The stake (stage-5 `stakes` ref) to leave.
4471        stake: StakeId,
4472    },
4473    /// Returns a declared datum to its declared `initial` (DSL v0.10,
4474    /// spec-0031) — the verb `FlagId` has never had.
4475    ClearState {
4476        /// The datum to clear (stage-5 `state` ref).
4477        state: StateId,
4478    },
4479    /// Spawns a stage-5 wave's mobs at its anchor (v0.3).
4480    SpawnWave {
4481        /// The wave (stage-5 `waves` ref) to spawn.
4482        wave: WaveId,
4483    },
4484    /// Narrates a player-visible line (DSL v0.4, spec-0008 §3). `text` enters the
4485    /// l10n key inventory like any player-visible string.
4486    Narrate {
4487        /// The line shown to the player.
4488        text: String,
4489        /// Presentation channel (default `chat`).
4490        #[serde(default, skip_serializing_if = "Option::is_none")]
4491        style: Option<NarrateStyle>,
4492        /// Optional sound id played alongside the line.
4493        #[serde(default, skip_serializing_if = "Option::is_none")]
4494        sound: Option<String>,
4495    },
4496    /// Sets a block at an anchor (DSL v0.4, spec-0008 §2). General form of a prop
4497    /// placement. Block id validated against the pinned 1.21.11 block registry;
4498    /// a vanilla blockstate suffix (`minecraft:grindstone[face=floor]`) is
4499    /// accepted and passed through verbatim (DSL v0.6).
4500    SetBlock {
4501        /// The anchor to place the block at.
4502        anchor: AnchorId,
4503        /// Vanilla block id to place.
4504        block: String,
4505    },
4506    /// **Fill a declared region with a block** at runtime (DSL v0.10, spec-0031).
4507    ///
4508    /// The general spelling of the capability `open-gate` / `close-gate` carried
4509    /// privately: a region, filled or cleared, from a point in the quest DAG.
4510    /// `close-gate` is this verb with the region and the block read off a prefab
4511    /// gate anchor instead of authored; `set-block` is the one-cell case at a
4512    /// point anchor. All three lower through one emission
4513    /// (`emit::fill_region_command`) and are modelled by one completability rule
4514    /// (`plan::RegionEvent`), so a third consumer inherits the proof instead of
4515    /// re-deriving it.
4516    ///
4517    /// From the DAG point at which this fires, the completability model treats the
4518    /// filled cells as whatever the **block** makes them. A full-cube block leaves
4519    /// them **solid**, exactly as a `close-gate` seal is: a critical path that must
4520    /// cross the region afterwards fails `DW0311`. `minecraft:water` /
4521    /// `minecraft:lava` leave them **flooded** — impassable and never floor, because
4522    /// nothing stands on a fluid — and because a fill carries no `replace` filter it
4523    /// takes away whatever floor was in the box, so a forced leg that needed that
4524    /// footing fails `DW0544`.
4525    FillRegion {
4526        /// The volume to fill, as an anchor-centred box (`anchor ± extent`).
4527        ///
4528        /// Deliberately the existing [`StealthZone`] — the engine's one
4529        /// anchor-centred box object class, already shared by `damage-players`'s
4530        /// `in` filter, `collapse`'s `region_anchor`, a `volley` kill zone and a
4531        /// `lethal_volumes[]` region, and resolved through the single
4532        /// `Plan::zone_box`. A private twin with the same two fields would be
4533        /// `tools/check-capability-ownership.py` check C by construction.
4534        ///
4535        /// An anchor-centred box rather than a prefab `region` anchor for the
4536        /// reason `collapse` states: the assembled model deletes every gate-region
4537        /// anchor's cells, so a slab declared that way would already be gone.
4538        region: StealthZone,
4539        /// The block the region is filled with (validated against the pinned
4540        /// 1.21.11 block registry, `DW0193`).
4541        block: String,
4542    },
4543    /// **Clear a declared region to air** at runtime (DSL v0.10, spec-0031) — the
4544    /// physical dual of [`Verb::FillRegion`], and the general spelling of
4545    /// what `open-gate` does to a gate anchor's region.
4546    ///
4547    /// The completability model treats the cleared cells as **passable** from the
4548    /// DAG point at which this fires, with one exception it states out loud: a
4549    /// cleared cell the model already floods stays impassable, because clearing a
4550    /// block does not remove water (`nav::World::with_cleared`).
4551    ClearRegion {
4552        /// The volume to clear, as an anchor-centred box (`anchor ± extent`) —
4553        /// the same object class [`Verb::FillRegion`] fills.
4554        region: StealthZone,
4555    },
4556    /// **Opens a placed piece's contingent way** (DSL v0.12, spec-0042 §2.4): the
4557    /// broken flight a beat repairs, the bridge a beat lowers, the rubble a beat
4558    /// clears.
4559    ///
4560    /// A piece's spatial contract may declare a traversal edge whose crossability
4561    /// depends on a named region — `laid` (empty as built, opening fills it) or
4562    /// `cleared` (built solid, opening voids it). The prefab checker proves the
4563    /// piece is severed as shipped and joined once that region is opened; this is
4564    /// the verb that opens it, and it is the only one, because a way is the object
4565    /// and opening it is the operation.
4566    ///
4567    /// **There is no region, no block and no sign on this effect, and that is the
4568    /// design rather than an omission.** All three are read from the piece's own
4569    /// exported metadata (`spatial_contract.edges[].way`), so the effect and the
4570    /// building cannot disagree about what a way is — two authorities plus an
4571    /// equality check is the defect this shape avoids, not a variant of the fix
4572    /// (spec-0042 AC8). What the campaign decides is *when*.
4573    ///
4574    /// Completability: the way is **shut until this fires**, and from the DAG
4575    /// point at which it fires the region is solid-and-footing (`laid`) or
4576    /// passable (`cleared`) — the same [`Verb::FillRegion`] /
4577    /// [`Verb::ClearRegion`] model, fed from metadata instead of from an
4578    /// authored box, so this verb inherits the forced-footing rule (`DW0546`)
4579    /// rather than restating it. Required content standing beyond a way that no
4580    /// forced opening precedes is `DW0548`, which names the way, the effect and
4581    /// the element.
4582    OpenWay {
4583        /// The placed piece whose way this opens (`prefab/<name>`).
4584        ///
4585        /// A piece, not an anchor: the way's cells are the contract's, not a gate
4586        /// anchor's, and a piece placed twice has two ways. The reference must
4587        /// name exactly one placement; naming none or several is `DW0547`.
4588        piece: PrefabId,
4589        /// The way's region name, as the piece's contract exports it
4590        /// (`spatial_contract.edges[].way.region`).
4591        way: String,
4592    },
4593    /// Despawns an NPC and its interaction hitbox (DSL v0.4, spec-0008 §5).
4594    DespawnNpc {
4595        /// The NPC (stage-2 ref) to remove.
4596        npc: NpcId,
4597    },
4598    /// Moves an NPC (and its interaction hitbox in lockstep) to an anchor (DSL
4599    /// v0.4, spec-0008 §5 + addendum). The compiler plans a **collision-safe walked
4600    /// path** by A* over the solved voxel grid and emits per-tick teleport
4601    /// waypoints along it, so the NPC never clips a wall and walks up to (not into)
4602    /// a solid affordance. An unroutable move is a compile error (`DW0307`).
4603    MoveNpc {
4604        /// The NPC (stage-2 ref) to move.
4605        npc: NpcId,
4606        /// The destination anchor.
4607        to_anchor: AnchorId,
4608        /// Optional travel speed in blocks/tick (defaults to ~0.15).
4609        #[serde(default, skip_serializing_if = "Option::is_none")]
4610        speed: Option<f64>,
4611        /// Effects fired once the NPC arrives at the destination cell — exact
4612        /// parity with [`Verb::MoveActor`]
4613        /// `on_arrive`: same arrival detection (the walk driver's final tick), same
4614        /// execution context, and every deep effect walker recurses into it via
4615        /// [`QuestEffect::nested_effect_lists`]. This is what lets content gate a
4616        /// beat on walk *completion* instead of fire-and-forgetting the walk (e.g.
4617        /// `on_arrive: [set-flag]` so a cutscene waits for the NPC to reach its
4618        /// mark).
4619        #[serde(default, skip_serializing_if = "Vec::is_empty")]
4620        on_arrive: Vec<QuestEffect>,
4621    },
4622    /// Plays a scripted camera cutscene (DSL v0.4 addendum). Per player: save
4623    /// gamemode+position, spectator, then dolly two co-located cameras along a
4624    /// straight-line lerp between waypoints and alternate `spectate` between them
4625    /// each tick (the two-camera bounce; the same-entity re-`spectate` is a server
4626    /// no-op and is never emitted), and restore on completion. The compiler
4627    /// validates the dolly path passes only through non-solid blocks — cameras
4628    /// fly but must not clip a solid (`DW0308`).
4629    ///
4630    /// Camera **aim** (DSL v0.6): with `look_at`, every dolly camera is rotated at
4631    /// emission to face that world point from its own position, so the shot keeps
4632    /// its subject framed for the whole move; without it, the camera faces along
4633    /// the direction of travel (the segment it is currently traversing).
4634    ///
4635    /// **Shape** — a cutscene is a list of [`CameraShot`]s played back-to-back
4636    /// inside one save/restore bracket (hard cut between shots). Two accepted,
4637    /// mutually exclusive spellings, both normalized by
4638    /// [`QuestEffect::cutscene_shots`]:
4639    /// - multi-shot (DSL v0.6): `{"shots": [{path, seconds, look_at?}, …]}`;
4640    /// - single-shot (DSL v0.4): `{"path": […], "seconds": n, "look_at"?: …}` —
4641    ///   exactly equivalent to a one-entry `shots` list.
4642    ///
4643    /// Mixing or omitting both is `DW0199`.
4644    Cutscene {
4645        /// Multi-shot form (DSL v0.6): the ordered shot list. Mutually exclusive
4646        /// with the single-shot `path`/`seconds` fields (`DW0199`).
4647        #[serde(default, skip_serializing_if = "Vec::is_empty")]
4648        shots: Vec<CameraShot>,
4649        /// Single-shot form (DSL v0.4): ordered camera waypoints (straight-line
4650        /// lerp between them).
4651        #[serde(default, skip_serializing_if = "Vec::is_empty")]
4652        path: Vec<CameraWaypoint>,
4653        /// Single-shot form (DSL v0.4): shot duration in seconds.
4654        #[serde(default, skip_serializing_if = "Option::is_none")]
4655        seconds: Option<u32>,
4656        /// Single-shot form (DSL v0.6): the subject the camera keeps framed.
4657        /// Absent = face along the direction of travel.
4658        #[serde(default, skip_serializing_if = "Option::is_none")]
4659        look_at: Option<CameraTarget>,
4660    },
4661    /// Cuts the dimension-global world time to a new state (DSL v0.5, spec-0010).
4662    /// Instantaneous (vanilla has no gradual transition); the state persists
4663    /// because the daylight cycle is frozen by sealing.
4664    SetTime {
4665        /// The time state to cut to.
4666        time: WorldTime,
4667    },
4668    /// Cuts the dimension-global weather to a new state (DSL v0.5, spec-0010).
4669    /// Instantaneous; persists because the weather cycle is frozen by sealing.
4670    SetWeather {
4671        /// The weather state to cut to.
4672        weather: WorldWeather,
4673    },
4674    /// Plays a vanilla sound event, positionally or per-player (DSL v0.6,
4675    /// spec-0014). `sound` is validated against the vendored pinned-1.21.11
4676    /// sound-event registry (`DW0326` unknown). `at` selects where the sound
4677    /// originates (default: each player's own position); `volume`/`pitch` map to
4678    /// the `playsound` command's trailing args (pitch clamps to 0.0..=2.0 in
4679    /// vanilla).
4680    PlaySound {
4681        /// The vanilla sound-event id (`minecraft:` prefix optional).
4682        sound: String,
4683        /// Where the sound plays from (default: `players`).
4684        #[serde(default, skip_serializing_if = "Option::is_none")]
4685        at: Option<SoundAt>,
4686        /// Playback volume (vanilla default 1.0; > 1.0 only extends audible range).
4687        #[serde(default, skip_serializing_if = "Option::is_none")]
4688        volume: Option<f64>,
4689        /// Playback pitch (vanilla 0.0..=2.0; default 1.0).
4690        #[serde(default, skip_serializing_if = "Option::is_none")]
4691        pitch: Option<f64>,
4692    },
4693    /// Deals damage to the acting player(s) (DSL v0.6): the real consequence a
4694    /// stealth `on_caught` or a souls-style beat needs — vanilla's `/damage`
4695    /// primitive. Runs in the effect's `as @a` / `as @s` context, so `@s` is each
4696    /// acting player: at top level it damages every player once; inside a stealth
4697    /// `on_caught` it damages the caught player (the "caught → death → respawn at
4698    /// checkpoint" beat). `amount` is in **half-hearts** (1 HP each); an amount ≥ 40
4699    /// is lethal through golden apples / absorption. `within` (JSON `in`) narrows to
4700    /// acting players standing inside an anchor-centred box (the same box model as a
4701    /// stealth zone), keeping the per-`@s` semantics. `damage_type` is the damage
4702    /// type — a curated set of vanilla types that all respect `keepInventory` and do
4703    /// **not** bypass totems (no `out_of_world`/`generic_kill`); default `generic`.
4704    /// (The field is `damage_type`, not `type`, because the effect enum is
4705    /// internally tagged on `type`.)
4706    DamagePlayers {
4707        /// Damage dealt, in half-hearts (1 = 1 HP; ≥ 40 is effectively lethal).
4708        amount: u32,
4709        /// Optional spatial filter: only damage an acting player inside this
4710        /// anchor-centred box (`anchor ± extent`). Absent = every acting player.
4711        #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
4712        within: Option<StealthZone>,
4713        /// The damage type (default [`DamageKind::Generic`]).
4714        #[serde(default, skip_serializing_if = "Option::is_none")]
4715        damage_type: Option<DamageKind>,
4716    },
4717    /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012). Emits
4718    /// `spawnpoint @a` at the anchor cell and mirrors the coords into
4719    /// `storage dw:cp pos`. Party-wide and monotonic by quest order (a later
4720    /// `set-checkpoint` always replaces an earlier one). The compiler proves the
4721    /// cell is standable (`DW0316`) and that the remaining critical path stays
4722    /// reachable from it (`DW0315`).
4723    SetCheckpoint {
4724        /// The prefab checkpoint anchor the party respawns at.
4725        anchor: AnchorId,
4726        /// Per-player effects re-run each time a player respawns while this
4727        /// checkpoint is the active one — scene reset (e.g. re-caging an
4728        /// unleashed actor). Emitted idempotently in declared order; empty = no
4729        /// hook. Respawn is detected via the vanilla `deathCount` criterion.
4730        #[serde(default, skip_serializing_if = "Vec::is_empty")]
4731        on_respawn: Vec<QuestEffect>,
4732    },
4733    /// Places a **bonfire** rest point (DSL v0.6, spec-0016 §1) — the sibling of
4734    /// [`Verb::SetCheckpoint`] for souls-mode pacing. The effect *arms*
4735    /// the rest affordance (a `minecraft:interaction` the player right-clicks at
4736    /// the anchor, the campfire prop being prefab dressing); the checkpoint moves
4737    /// only **when the party actually rests**. Resting fires `on_rest` — the
4738    /// scene reset that makes retry cheap: re-arming traps, re-seating waves
4739    /// declared `respawns_on_rest`, restoring actor postures. Death respawns the
4740    /// party at the last-rested bonfire and runs the **same** `on_rest` bundle,
4741    /// so the world's answer to a death and to a rest is identical (spec-0016:
4742    /// death is an investment, never a tax).
4743    ///
4744    /// Proofs are inherited from the checkpoint machinery: the anchor must be
4745    /// standable (`DW0316`) and must not strand the party (`DW0315`), rooted at
4746    /// the beat that arms the bonfire (the earliest moment a rest can happen).
4747    Bonfire {
4748        /// The prefab anchor the rest affordance stands at, and the cell the
4749        /// party respawns at once rested.
4750        anchor: AnchorId,
4751        /// Effects re-run on every rest **and** on every respawn at this bonfire
4752        /// — the scene reset. Emitted in declared order and expected to be
4753        /// idempotent (the same contract as `set-checkpoint`'s `on_respawn`).
4754        #[serde(default, skip_serializing_if = "Vec::is_empty")]
4755        on_rest: Vec<QuestEffect>,
4756        /// Title of the two-option rest dialog (DSL v0.8).
4757        /// Absent = the compiler's canonical English `Bonfire`,
4758        /// baked at emit time (the `world.boundary.message` precedent): an
4759        /// authored line is inventoried and translates like every other
4760        /// player-visible string.
4761        #[serde(default, skip_serializing_if = "Option::is_none")]
4762        prompt: Option<String>,
4763        /// Label of the **rest and save** button. Absent = `Rest and save`.
4764        /// A dialog button is a fixed-width caption, so keep it to ~20 Latin /
4765        /// ~12 Han characters (skill *Writing craft* §C) — a wider label scrolls.
4766        #[serde(default, skip_serializing_if = "Option::is_none")]
4767        rest_label: Option<String>,
4768        /// Label of the **save only** button. Absent = `Save only`.
4769        #[serde(default, skip_serializing_if = "Option::is_none")]
4770        save_label: Option<String>,
4771    },
4772    /// Begins a stealth beat (DSL v0.6, spec-0014):
4773    /// zone presence alone = hidden — no sneak requirement, which collides with
4774    /// the spectator cutscene camera. While active, every player must be
4775    /// inside some `zone` each tick; a player outside every zone for
4776    /// `grace_ticks` fires `on_caught` (typically a kill → checkpoint respawn).
4777    /// Zone membership is read from the player's position. The compiler proves
4778    /// each zone is standable and reachable from the activating beat (`DW0327`).
4779    BeginStealth {
4780        /// The "shadow" regions, each an anchor-centred box (see [`StealthZone`]).
4781        zones: Vec<StealthZone>,
4782        /// Per-player effects fired when a player is caught (out of every zone
4783        /// for `grace_ticks`). Empty = no consequence.
4784        #[serde(default, skip_serializing_if = "Vec::is_empty")]
4785        on_caught: Vec<QuestEffect>,
4786        /// Ticks a player may be exposed before `on_caught` fires (default 20).
4787        #[serde(default = "default_grace_ticks")]
4788        grace_ticks: u32,
4789    },
4790    /// Ends the active stealth beat (DSL v0.6, spec-0014). No-op if none active.
4791    EndStealth,
4792    /// Summons a `deferred` stage-2 NPC (body + interaction hitbox + name display)
4793    /// at its declared anchor (DSL v0.6) — the dual of `despawn-npc`, and the
4794    /// scripted entrance a staged character needs. Idempotent: spawning an NPC
4795    /// already in the world is a no-op. Only meaningful for an NPC declared
4796    /// `deferred: true`; a non-deferred NPC is already in the world from init.
4797    SpawnNpc {
4798        /// The NPC (stage-2 ref) to summon.
4799        npc: NpcId,
4800    },
4801    // --- DSL v0.6 actor staging effects (spec-0014) ---
4802    /// Summons a stage-5 actor's puppet at its anchor (DSL v0.6). Idempotent: a
4803    /// spawn of an already-present actor is a no-op (re-caging after `unleash`).
4804    SpawnActor {
4805        /// The actor (stage-5 `actors` ref) to summon.
4806        actor: ActorId,
4807    },
4808    /// Removes an actor's puppet (DSL v0.6). `kill` plays the vanilla death
4809    /// animation (cutscene deaths); `vanish` is silent removal.
4810    DespawnActor {
4811        /// The actor (stage-5 `actors` ref) to remove.
4812        actor: ActorId,
4813        /// How the puppet is removed.
4814        style: DespawnStyle,
4815    },
4816    /// Walks an actor's puppet to an anchor by A*-planned per-tick teleport over
4817    /// the assembled model, using the actor's hitbox footprint, yawed along the
4818    /// path tangent (DSL v0.6). Concurrent movers are allowed (a herded
4819    /// flock is N synchronized `move-actor`s). Unroutable → `DW0325`. `on_arrive`
4820    /// effects fire once the puppet reaches the destination cell.
4821    MoveActor {
4822        /// The actor (stage-5 `actors` ref) to move.
4823        actor: ActorId,
4824        /// The destination anchor.
4825        to_anchor: AnchorId,
4826        /// Optional travel speed in blocks/tick (defaults to ~0.15).
4827        #[serde(default, skip_serializing_if = "Option::is_none")]
4828        speed: Option<f64>,
4829        /// Effects fired once the puppet arrives at the destination cell.
4830        #[serde(default, skip_serializing_if = "Vec::is_empty")]
4831        on_arrive: Vec<QuestEffect>,
4832    },
4833    /// Replaces an actor's puppet with a real-AI twin of the same type / position /
4834    /// name / attributes / tag (DSL v0.6) — the "attack the idle giant → real
4835    /// fight" beat. Re-caging is `despawn-actor` + `spawn-actor` (idempotent), not a
4836    /// special verb.
4837    UnleashActor {
4838        /// The actor (stage-5 `actors` ref) to unleash.
4839        actor: ActorId,
4840    },
4841    /// A deterministic timeline (DSL v0.6): one schedule chain firing effect groups
4842    /// at exact tick offsets. Effects are any in the stage-5 set except a nested
4843    /// `sequence` (rejected with `DW0329`).
4844    Sequence {
4845        /// Timeline steps; each fires its `effects` at `at_ticks` from the start.
4846        steps: Vec<SequenceStep>,
4847    },
4848    /// **Saturating projectile volley** (DSL v0.6, spec-0022): command-summoned
4849    /// projectiles with real velocity vectors, fired from a gallery slot into a
4850    /// declared kill zone.
4851    ///
4852    /// The contract is **saturation, not sniping**.
4853    /// Every salvo puts one projectile on the trajectory to **every standable
4854    /// cell of `kill_zone`**, plus one aimed at the triggering player's
4855    /// fire-time position (which punishes standing still). A player therefore
4856    /// cannot dodge a volley by strafing — escaping means *leaving the zone*, a
4857    /// decision rather than a lucky step. Coverage is proven at compile time:
4858    /// `from_anchor` must have clear line of fire to every standable kill-zone
4859    /// cell (`DW0442`), so "the gallery slot can actually hit a player anywhere
4860    /// on the stairs" is a build-time fact, not a hope.
4861    ///
4862    /// Projectiles are summoned `NoGravity` so the flown path is exactly the
4863    /// straight segment the coverage proof checks — proof and runtime share one
4864    /// geometry. Drag scales speed but not direction, so the line is preserved.
4865    Volley {
4866        /// Projectile entity id (default `minecraft:arrow`; validated against
4867        /// the pinned 1.21.11 registry, `DW0441`).
4868        #[serde(default, skip_serializing_if = "Option::is_none")]
4869        projectile: Option<String>,
4870        /// The gallery slot the volley is fired FROM — a point anchor. Its cell
4871        /// must be clear (a projectile spawned inside a wall never leaves it).
4872        from_anchor: AnchorId,
4873        /// The zone the volley must blanket, as an anchor-centred box
4874        /// (`anchor ± extent`) — the same shape `damage-players`'s `in` and
4875        /// `begin-stealth`'s `zones` use. Every standable cell in it receives
4876        /// fire each salvo.
4877        ///
4878        /// Deliberately NOT a bare prefab `region` anchor: the assembled model
4879        /// clears every gate-region anchor's cells unconditionally, so
4880        /// describing a zone that way would delete the geometry it names.
4881        kill_zone: StealthZone,
4882        /// How many rounds the pattern repeats (default 3, `DW0443` bounds it).
4883        #[serde(default, skip_serializing_if = "Option::is_none")]
4884        salvos: Option<u32>,
4885        /// Ticks between salvos (default 10, `DW0443` bounds it).
4886        #[serde(default, skip_serializing_if = "Option::is_none")]
4887        interval: Option<u32>,
4888    },
4889    /// **Ceiling collapse** (DSL v0.6, spec-0022): delete a region's blocks and
4890    /// drop them as `falling_block` entities — the buried-alive trap redstone
4891    /// cannot express at all.
4892    ///
4893    /// The post-collapse world is **modeled, not guessed**: the compiler clears
4894    /// the region, settles every dropped column through the existing gravity
4895    /// model (spec-0010), optionally paves the landing surface with
4896    /// `then_floor`, and re-runs the critical-path completability proof against
4897    /// that mutated world (`DW0445`). A collapse that buries the only route is a
4898    /// build error, exactly as a `shortcut` seal that strands the party is.
4899    Collapse {
4900        /// The volume whose blocks fall, as an anchor-centred box
4901        /// (`anchor ± extent`). Must hold blocks and sit above standable footing
4902        /// (`DW0444`) — a collapse over nothing is scenery, not a trap.
4903        ///
4904        /// An anchor-centred box rather than a prefab `region` anchor for a
4905        /// load-bearing reason: the assembled model deletes every gate-region
4906        /// anchor's cells, so a ceiling slab declared that way would already be
4907        /// gone before the trap ever fired.
4908        region_anchor: StealthZone,
4909        /// The block the falling entities are made of (default
4910        /// `minecraft:gravel`; validated against the pinned registry, `DW0441`).
4911        #[serde(default, skip_serializing_if = "Option::is_none")]
4912        falling_block: Option<String>,
4913        /// Optional block the landing surface is paved with once the debris
4914        /// settles — the authored post-collapse floor the completability proof
4915        /// reasons over.
4916        #[serde(default, skip_serializing_if = "Option::is_none")]
4917        then_floor: Option<String>,
4918    },
4919    /// Grants a vanilla **status effect** for a stated duration (DSL v0.10,
4920    /// spec-0031). The engine has emitted status effects since v0.6 — the
4921    /// night-vision area mitigation is a self-rescheduling, region-scoped
4922    /// `effect give` — and exposed none, so an author who wanted blindness for a
4923    /// lift ride, slowness in deep water or regeneration at a shrine had no
4924    /// surface at all. This is that surface, over the whole pinned 1.21.11
4925    /// `mob_effect` registry (`DW0192` rejects an id outside it).
4926    ///
4927    /// **A grant carries a duration, and there is no way to spell one that does
4928    /// not.** Vanilla's `infinite` keyword is deliberately absent from this
4929    /// surface: an effect whose only removal is a later command is an effect the
4930    /// player keeps forever whenever that command does not run — a logout, a
4931    /// crash, a chain interrupted by a death. A duration expires on its own, with
4932    /// no cooperation from anything. `seconds` is therefore required and bounded
4933    /// (1..=[`MAX_EFFECT_SECONDS`], `DW0541`), and the *pattern* that reintroduces
4934    /// the same hazard — pairing a grant with a `clear-effect` that removes it
4935    /// while it is still live — is `DW0540`.
4936    ///
4937    /// `in` narrows to players inside an anchor-centred box, the same
4938    /// [`StealthZone`] a `begin-stealth` zone, a `damage-players` filter and a
4939    /// `lethal_volumes[]` region use, resolved through the one `Plan::zone_box`.
4940    /// It is what makes "blind whoever is riding the car" expressible without
4941    /// blinding the whole party.
4942    GiveEffect {
4943        /// Vanilla status-effect id (e.g. `minecraft:blindness`), validated
4944        /// against the pinned 1.21.11 registry (`DW0192`).
4945        effect: String,
4946        /// Duration in seconds. Required, `1..=`[`MAX_EFFECT_SECONDS`]
4947        /// (`DW0541`) — see the variant docs for why there is no infinite form.
4948        seconds: u32,
4949        /// Amplifier (0 = level I), `0..=`[`MAX_POTION_AMPLIFIER`] (`DW0541`).
4950        /// Absent = 0.
4951        #[serde(default, skip_serializing_if = "Option::is_none")]
4952        amplifier: Option<u32>,
4953        /// Suppress the swirling particles (vanilla's `hideParticles`). Absent =
4954        /// `false`, vanilla's own default.
4955        #[serde(default, skip_serializing_if = "Option::is_none")]
4956        hide_particles: Option<bool>,
4957        /// Optional spatial filter: only grant to a player inside this
4958        /// anchor-centred box (`anchor ± extent`). Absent = every player the
4959        /// effect's audience addresses.
4960        #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
4961        within: Option<StealthZone>,
4962    },
4963    /// Removes a status effect (DSL v0.10, spec-0031) — vanilla's `effect clear`.
4964    ///
4965    /// This is **not** how a `give-effect` is supposed to end: a duration is. It
4966    /// exists for the effects the engine did not grant — a potion the player
4967    /// drank, a `wither` a mob applied, the whole set at a bonfire — which is why
4968    /// `effect` is optional (absent = clear everything, exactly as vanilla's
4969    /// `effect clear <targets>` does). Pairing it with a live grant of the same
4970    /// effect in the same bundle is `DW0540`.
4971    ClearEffect {
4972        /// The status-effect id to remove (`DW0192`). **Absent clears every
4973        /// effect**, matching `effect clear <targets>` with no id.
4974        #[serde(default, skip_serializing_if = "Option::is_none")]
4975        effect: Option<String>,
4976        /// Optional spatial filter, identical in shape and meaning to
4977        /// [`Verb::GiveEffect`]'s.
4978        #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
4979        within: Option<StealthZone>,
4980    },
4981    /// Teleports **everything inside a declared volume** to an anchor (DSL v0.10,
4982    /// spec-0031).
4983    ///
4984    /// **The selector is a region, never a block.** "Whoever is standing on this
4985    /// block" has three different answers for a player half a foot over the edge,
4986    /// a player mid-jump and a player sneaking on the lip; a volume has one, and
4987    /// it is the same one every tick. `from` is the anchor-centred
4988    /// [`StealthZone`] box the rest of the engine already uses.
4989    ///
4990    /// **The selection is total over bodies.** Emission is a single `tp
4991    /// @e[<box>,tag=!dw_fixture] <cell>` with no `type=`, no `limit=` and no
4992    /// `sort=` — every body in the volume moves, and
4993    /// `crates/delvec/tests/v10_teleport.rs` asserts that from the emitted
4994    /// selector rather than from anyone's memory. A machinery-**type** exemption
4995    /// of the kind a `lethal_volumes[]` entry must carry was considered and
4996    /// **rejected**: an NPC is a body plus a co-located `minecraft:interaction`
4997    /// hitbox, so exempting `minecraft:interaction` — as the lethal volume does —
4998    /// would teleport the speaker and leave its dialogue box behind. Everyone on
4999    /// the car travels, players and entities
5000    /// alike; totality over bodies is how that is true.
5001    ///
5002    /// The one narrowing is a **class the engine's own furniture declares about
5003    /// itself**: `dw_fixture` means *my position IS engine state*. A bonfire's
5004    /// hitbox, a shortcut lever and a recovery stake's marker are places, not
5005    /// passengers, and carrying one does not move a thing — it rewrites a fact
5006    /// (for a stake, the ledger holds the marker's coordinates, and the next tick
5007    /// retires a marker nobody has a wager at). Places whose cell is known at
5008    /// compile time are refused outright instead, because the author can move
5009    /// them (`DW0542`); places the runtime puts down are excluded by the selector,
5010    /// because nobody can (`DW0545`). Nothing an author writes carries either tag,
5011    /// and no campaign JSON can turn either off.
5012    ///
5013    /// **A teleport is not a rescue.** Accumulated fall distance carries across
5014    /// one unchanged and is charged in full at the destination — measured Δ
5015    /// exactly `0.0000` in 46/46 trials on the pinned 1.21.11, including
5016    /// teleports 143 and 157 blocks straight *up*, with landing damage
5017    /// `floor(fall_distance) − 3` (`docs/notes/death-and-teleport-spike.md` §3).
5018    /// A platform that arrives under a falling player past ~20 blocks of fall is
5019    /// the surface they die on. The compiler does not try to reset the counter:
5020    /// what *does* reset it was explicitly not measured, and inventing a
5021    /// mechanism from recall is the folklore this project forbids.
5022    Teleport {
5023        /// The volume whose contents are moved, as an anchor-centred box
5024        /// (`anchor ± extent`) — the same shape a `begin-stealth` zone, a
5025        /// `damage-players` `in` filter and a `lethal_volumes[]` region take.
5026        ///
5027        /// Deliberately NOT a bare prefab `region` anchor, for the reason
5028        /// [`Verb::Collapse`] records: the assembled model clears every
5029        /// gate-region anchor's cells, so a volume described that way would
5030        /// delete the geometry it names.
5031        from: StealthZone,
5032        /// The destination anchor. Resolved to a literal cell at build time, so
5033        /// the emitted `tp` carries absolute coordinates and no runtime search.
5034        to: AnchorId,
5035    },
5036}
5037
5038/// Default `grace_ticks` for [`Verb::BeginStealth`] (spec-0014).
5039fn default_grace_ticks() -> u32 {
5040    20
5041}
5042
5043/// Default projectile for [`Verb::Volley`] (spec-0022).
5044pub const DEFAULT_VOLLEY_PROJECTILE: &str = "minecraft:arrow";
5045/// Default salvo count for [`Verb::Volley`] (spec-0022).
5046pub const DEFAULT_VOLLEY_SALVOS: u32 = 3;
5047/// Default ticks between salvos for [`Verb::Volley`] (spec-0022).
5048pub const DEFAULT_VOLLEY_INTERVAL: u32 = 10;
5049/// Largest admissible `salvos` — beyond this a volley is an entity-count
5050/// hazard rather than a trap (`DW0443`).
5051pub const MAX_VOLLEY_SALVOS: u32 = 16;
5052/// Largest admissible `interval` in ticks (`DW0443`): 10 seconds. A volley
5053/// slower than this is no longer one event the player reads as a trap.
5054pub const MAX_VOLLEY_INTERVAL: u32 = 200;
5055/// Default falling block for [`Verb::Collapse`] (spec-0022).
5056pub const DEFAULT_COLLAPSE_FALLING_BLOCK: &str = "minecraft:gravel";
5057
5058/// A stealth "shadow" region (DSL v0.6, spec-0014): an axis-aligned box centred
5059/// on `anchor`, extending `extent` blocks along each axis (so the box spans
5060/// `anchor ± extent`). Presented in-world via dark cells but judged purely by
5061/// region membership, so the check is deterministic and provable.
5062#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5063#[serde(deny_unknown_fields)]
5064pub struct StealthZone {
5065    /// The prefab anchor at the centre of the zone box.
5066    pub anchor: AnchorId,
5067    /// Half-extents `[x, y, z]` in blocks from the anchor (each component ≥ 0);
5068    /// the zone AABB is `[anchor - extent, anchor + extent]`.
5069    pub extent: [u32; 3],
5070}
5071
5072/// Where a [`Verb::PlaySound`] originates (DSL v0.6, spec-0014). A sound
5073/// plays at fixed coordinates or at each listener's own position; the compiler
5074/// resolves no position for a live actor, so the `actor` variant is accepted by
5075/// the schema and rejected with `DW0335`.
5076#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5077#[serde(tag = "at", rename_all = "kebab-case", deny_unknown_fields)]
5078pub enum SoundAt {
5079    /// Play the sound positioned at a resolved anchor, audible to all players.
5080    Anchor {
5081        /// The anchor the sound plays from.
5082        anchor: AnchorId,
5083    },
5084    /// Play the sound at each player's own position (the default).
5085    Players,
5086    /// Play the sound at a scripted actor's position (rejected — `DW0335`; no
5087    /// actor position resolves at emission).
5088    Actor {
5089        /// The actor id (stage-5 `actors[]`).
5090        actor: String,
5091    },
5092}
5093
5094/// The damage type of a [`Verb::DamagePlayers`] effect (DSL v0.6). A
5095/// **curated** subset of the vanilla 1.21.11 damage-type registry: every variant
5096/// respects the `keepInventory` death flow (a gamerule, so all deaths do) and does
5097/// **not** bypass a totem of undying — the totem-bypassing `out_of_world` /
5098/// `generic_kill` types are deliberately excluded, so a scripted consequence can
5099/// never silently void a player's held totem. Modelled as an enum (not a free
5100/// string) so an unknown type is a schema rejection (`DW0100`) and needs no separate
5101/// registry / diagnostic. `generic` is the default: command damage that respects
5102/// totems + absorption but ignores armor, so a scripted hit lands regardless of gear.
5103#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5104#[serde(rename_all = "kebab-case")]
5105pub enum DamageKind {
5106    /// `minecraft:generic` — armor-ignoring command damage (default).
5107    Generic,
5108    /// `minecraft:magic` — magical damage.
5109    Magic,
5110    /// `minecraft:wither` — the wither/withering effect's damage type.
5111    Wither,
5112    /// `minecraft:on_fire` — burning damage.
5113    Fire,
5114    /// `minecraft:drown` — drowning damage.
5115    Drown,
5116    /// `minecraft:freeze` — powder-snow freezing damage.
5117    Freeze,
5118    /// `minecraft:fall` — fall damage.
5119    Fall,
5120    /// `minecraft:lightning_bolt` — a lightning strike's damage type.
5121    LightningBolt,
5122    /// `minecraft:explosion` — a (non-player) explosion's damage type.
5123    Explosion,
5124}
5125
5126impl DamageKind {
5127    /// The vanilla `minecraft:` damage-type id emitted to `/damage`.
5128    pub fn id(self) -> &'static str {
5129        match self {
5130            DamageKind::Generic => "minecraft:generic",
5131            DamageKind::Magic => "minecraft:magic",
5132            DamageKind::Wither => "minecraft:wither",
5133            DamageKind::Fire => "minecraft:on_fire",
5134            DamageKind::Drown => "minecraft:drown",
5135            DamageKind::Freeze => "minecraft:freeze",
5136            DamageKind::Fall => "minecraft:fall",
5137            DamageKind::LightningBolt => "minecraft:lightning_bolt",
5138            DamageKind::Explosion => "minecraft:explosion",
5139        }
5140    }
5141}
5142
5143/// A stage-5 **lethal volume** (DSL v0.10, spec-0031): a declared box that kills
5144/// whatever enters it, and states — in the campaign's own words — what killed it.
5145///
5146/// # A mechanism, not a fiction
5147///
5148/// The commissioning case was a cliff whose fall must be fatal, but nothing here
5149/// knows what a cliff is: a lava pit, an acid pool, an out-of-bounds plane and the
5150/// bottom of a lift shaft are the same declaration, differently dressed and
5151/// differently worded. The alternative considered and **rejected** for the cliff
5152/// was making the world's horizon void so the fall kills anyway — that changes
5153/// approved art to obtain a behaviour, and it serves exactly one fiction.
5154///
5155/// # It is geometry, so the completability proof owns it
5156///
5157/// A volume that kills is, for a route, a volume that cannot be crossed. The
5158/// compiler models its cells as impassable in the same navigation world every
5159/// other reachability proof runs on, exactly as a `close-gate`'s sealed region is
5160/// modelled solid — so a forced path that has no way to an objective except
5161/// through a lethal volume is a build failure (`DW0510`) naming the volume, never
5162/// a shipped delve that kills the player on the critical path. A respawn seat
5163/// inside one is the death loop that failure mode ends in, and is its own
5164/// error (`DW0511`).
5165///
5166/// # It rides the death edge that already exists
5167///
5168/// The kill is a `/damage`, exactly like `damage-players`, a trap payload or a
5169/// timed gate's crush. Everything downstream — the vanilla `deathCount` edge
5170/// (`dw.deaths` / `dw.death_ack`), the checkpoint re-seat (`cp_respawn_check`),
5171/// `keep_inventory` — sees an ordinary death and needs no second detector.
5172#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5173#[serde(deny_unknown_fields)]
5174pub struct LethalVolume {
5175    /// Unique lethal-volume id (`lethal/<kebab>`).
5176    pub id: LethalVolumeId,
5177    /// The volume: an anchor-centred box (`anchor ± extent`).
5178    ///
5179    /// **Deliberately the existing zone type**, not a second struct with the same
5180    /// two fields. `StealthZone` is already the engine's anchor-centred box object
5181    /// class — `damage-players`'s `in` filter reuses it, and the compiler resolves
5182    /// every one of them through the single `Plan::zone_box`. A private twin here
5183    /// would be `tools/check-capability-ownership.py` check C by construction, and
5184    /// would fork the resolution the very next time a box grew a capability.
5185    pub region: StealthZone,
5186    /// What this volume says when it kills — a player-visible line, inventoried
5187    /// under `lethal.<id>.message` and translated like every other one.
5188    ///
5189    /// Required, and deliberately so: a volume with no words is a player who dies
5190    /// with no idea why, and there is no compiler-owned default that could be
5191    /// right for a cliff, a lava pit and an acid pool at once.
5192    pub message: String,
5193    /// The damage type the kill is dealt with (default [`DamageKind::Generic`]).
5194    ///
5195    /// This is what words vanilla's own broadcast — `fall` says the party member
5196    /// fell from a high place, `on_fire` that they burnt to a crisp — while
5197    /// [`Self::message`] says what the *place* was. The curated enum is shared
5198    /// with `damage-players`, so a lethal volume can no more void a held totem
5199    /// than a scripted hit can.
5200    #[serde(default, skip_serializing_if = "Option::is_none")]
5201    pub damage_type: Option<DamageKind>,
5202    /// **The blocks that show a player this floor kills** (spec-0062 §3).
5203    ///
5204    /// A lava surface, a magma floor, a bed of spikes, a burning strip: the
5205    /// danger is level with the footing because the block *is* the signal. This
5206    /// is where a volume says so, and it is a claim about the assembled bytes
5207    /// rather than a word that switches a rule off — `DW0891` checks it per
5208    /// caught cell against the block under or in that cell, refuses a listed
5209    /// block no caught cell bears out, and refuses at validation any id vanilla
5210    /// does not hurt a body with.
5211    ///
5212    /// Empty is the ordinary case and means the ordinary thing: this volume
5213    /// catches no floor the party walks, because it sits at the bottom of a pit
5214    /// or a course under a lake's surface. It does **not** exempt a cell from
5215    /// the walk graph — a visible hazard is still a hazard, and the router
5216    /// refuses every cell of the keep-out either way.
5217    #[serde(default, skip_serializing_if = "Vec::is_empty")]
5218    pub shown_by: Vec<String>,
5219}
5220
5221// ---------------------------------------------------------------------------
5222// Stage 5 — trade and the recovery stake (DSL v0.10, spec-0032)
5223// ---------------------------------------------------------------------------
5224
5225/// A stage-5 **shop** (DSL v0.10, spec-0032): an interaction point that opens a
5226/// list of offers, each of which is a gate and a bundle of effects.
5227///
5228/// # It is the rest flow with different buttons, and that is the whole design
5229///
5230/// A bonfire is already an interaction entity, a player-interaction advancement
5231/// that supplies the acting player, a `minecraft:multi_action` dialog, buttons
5232/// that run `/trigger`, and tick dispatch. A shop is that same hardware with an
5233/// authored button list, so nothing here is new machinery — it is the machinery
5234/// spec-0016 §1 shipped, made author-visible.
5235///
5236/// # There is no price field, and that is deliberate
5237///
5238/// A price is *"may this happen yet?"*, which is the question
5239/// [`Gate`](crate::gate::Gate) answers for six other object classes. An offer is
5240/// therefore the **seventh gate consumer**: it carries `requires_flags`,
5241/// `forbids_flags` and `requires_state`, and the numeric comparison it needs is
5242/// the one spec-0031 put in the gate rather than in the verb that first asked.
5243/// A `price` field would be a second comparison surface for one meaning, which is
5244/// the defect CLAUDE.md names first.
5245///
5246/// # Villager `Offers` is excluded
5247///
5248/// Three independent reasons, any one sufficient (spec-0032): a vanilla trade
5249/// cost can only ever be an item, never a scoreboard value; right-click on a
5250/// villager body is already allocated to dialogue; and the data-driven trade
5251/// registry post-dates the pinned 1.21.11.
5252#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5253#[serde(deny_unknown_fields)]
5254pub struct Shop {
5255    /// Unique shop id (`shop/<kebab>`).
5256    pub id: ShopId,
5257    /// The prefab anchor the shop's interaction point stands on.
5258    pub anchor: AnchorId,
5259    /// The dialog's title line. Player-visible, inventoried under
5260    /// `shop.<id>.title`.
5261    pub title: String,
5262    /// The item the visible marker renders as (default `minecraft:emerald`).
5263    /// Cosmetic only: the marker is a `minecraft:item_display`, so it never
5264    /// occupies the cell or obstructs the hitbox.
5265    #[serde(default, skip_serializing_if = "Option::is_none")]
5266    pub marker_item: Option<String>,
5267    /// The offers, in declaration order — which is button order, and the order
5268    /// the `/trigger` routing values are assigned in.
5269    pub offers: Vec<ShopOffer>,
5270}
5271
5272/// One button in a [`Shop`]: a gate, a label, and the effects choosing it runs.
5273///
5274/// **Effect root R8.** The bundle hangs off an object with runtime machinery of
5275/// its own (an advancement, a dialog, a trigger objective and a tick dispatch),
5276/// which is spec-0031's stated rule for adding a root rather than desugaring.
5277///
5278/// **Refusal is authored, not a field.** An offer whose own gate is closed is not
5279/// shown at all; an offer that should be *shown and refuse* leaves its own gate
5280/// open and gates its effects instead — the purchase behind `at-least <price>`,
5281/// the apology behind `at-most <price − 1>`. Both are the ordinary per-effect
5282/// gate every effect already carries, so the engine adds no `refused` field and
5283/// no second way to say one thing.
5284#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5285#[serde(deny_unknown_fields)]
5286pub struct ShopOffer {
5287    /// The button's caption. Player-visible, inventoried under
5288    /// `shop.<id>.offer.<i>.label`, and width-checked like any dialog button.
5289    pub label: String,
5290    /// The button's hover tooltip — the natural home for a price in words.
5291    /// Player-visible, inventoried under `shop.<id>.offer.<i>.tooltip`.
5292    #[serde(default, skip_serializing_if = "Option::is_none")]
5293    pub tooltip: Option<String>,
5294    /// Flags that must all be set for this offer to be shown (the one gate).
5295    #[serde(default, skip_serializing_if = "Vec::is_empty")]
5296    pub requires_flags: Vec<FlagId>,
5297    /// Flags whose being set hides this offer (the one gate).
5298    #[serde(default, skip_serializing_if = "Vec::is_empty")]
5299    pub forbids_flags: Vec<FlagId>,
5300    /// Numeric gate terms (the one gate) — **this is where a price lives**.
5301    #[serde(default, skip_serializing_if = "Vec::is_empty")]
5302    pub requires_state: Vec<StateCompare>,
5303    /// What choosing this offer does. Effect root R8; runs with the choosing
5304    /// player as the acting player, so a `player`-scoped datum is writable here.
5305    #[serde(default, skip_serializing_if = "Vec::is_empty")]
5306    pub effects: Vec<QuestEffect>,
5307}
5308
5309impl ShopOffer {
5310    /// This offer's whole gate, as one value (DSL v0.10) — see
5311    /// [`crate::gate::Gate`].
5312    pub fn gate(&self) -> crate::gate::Gate<'_> {
5313        crate::gate::Gate::of(
5314            &self.requires_flags,
5315            &self.forbids_flags,
5316            &self.requires_state,
5317        )
5318    }
5319}
5320
5321/// How much of a datum a death forfeits into a [`Stake`] (DSL v0.10, spec-0032).
5322///
5323/// A creator who wants **no death cost at all** picks [`Forfeit::None`]; the
5324/// stake then still marks where they fell, which is the memorial case.
5325#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5326#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
5327pub enum Forfeit {
5328    /// The whole balance.
5329    All,
5330    /// A percentage of the balance, rounded toward zero (integer arithmetic —
5331    /// ADR-0006 forbids anything a second implementation could round differently).
5332    Proportion {
5333        /// 0–100.
5334        percent: u32,
5335    },
5336    /// A fixed amount, capped at the balance so a purse can never go negative.
5337    Fixed {
5338        /// The amount.
5339        amount: i32,
5340    },
5341    /// Nothing is taken. The stake is a marker, not a wager.
5342    None,
5343}
5344
5345/// What a death does when the player already holds the maximum number of live
5346/// stakes (DSL v0.10, spec-0032).
5347#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5348#[serde(rename_all = "kebab-case")]
5349pub enum OnFull {
5350    /// Retire the player's oldest live stake — its contents are lost — and place a
5351    /// new one. With `max_live: 1` this is the souls behaviour.
5352    Replace,
5353    /// Leave the existing stakes alone: the new death places nothing and forfeits
5354    /// nothing. One wager at a time.
5355    Keep,
5356}
5357
5358impl OnFull {
5359    /// The wire token (`replace` / `keep`).
5360    pub fn token(self) -> &'static str {
5361        match self {
5362            OnFull::Replace => "replace",
5363            OnFull::Keep => "keep",
5364        }
5365    }
5366}
5367
5368/// Who may collect a stake that is not theirs (DSL v0.10, spec-0032).
5369#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5370#[serde(rename_all = "kebab-case")]
5371pub enum CollectBy {
5372    /// Only the player who left it. The default.
5373    Owner,
5374    /// Anyone standing at it. The whole of every live stake at that place is
5375    /// transferred to the collector.
5376    Anyone,
5377}
5378
5379impl CollectBy {
5380    /// The wire token (`owner` / `anyone`).
5381    pub fn token(self) -> &'static str {
5382        match self {
5383            CollectBy::Owner => "owner",
5384            CollectBy::Anyone => "anyone",
5385        }
5386    }
5387}
5388
5389/// A stage-5 **recovery stake** (DSL v0.10, spec-0032): what a death leaves
5390/// behind, and the one chance to get it back.
5391///
5392/// # A mechanism, not a genre
5393///
5394/// "Souls" is one setting of this declaration and nothing here knows the word.
5395/// The mechanism is *a death forfeits some of a declared datum into a collectable
5396/// marker at a computed place, and collecting it returns exactly what was taken*.
5397/// A campaign with no death cost, a campaign with a permanent memorial at every
5398/// death site, and a campaign with the souls loop are three configurations, not
5399/// three engines.
5400///
5401/// # Where it lands is a compile-time answer
5402///
5403/// The owner's rule: *the anchor is the point, on the walkable path
5404/// from the respawn point in force at the moment of death to the death point
5405/// under the quest state in force at that moment, that minimises distance to the
5406/// death point.* Every term already has an owner in the compiler — walkability is
5407/// the navigation world the completability proof runs on, quest-state passability
5408/// is the DAG-indexed sealing `close-gate` established, and the respawn point in
5409/// force is engine state. So it is a table computed at build time and a lookup at
5410/// run time: **no runtime search, no nondeterminism.**
5411///
5412/// # It is hardware, so it inherits the hardware rules
5413///
5414/// The marker is an invisible `minecraft:interaction` for the hitbox plus a
5415/// glowing `minecraft:item_display` for the rendering — the same pair every other
5416/// affordance in the engine uses, and therefore the same invisible-affordance
5417/// (`DW0420`) and hardware-erasure (`DW0421`) proofs. It is deliberately **not**
5418/// a dropped item entity: an item despawns after 6000 ticks, burns in lava, sinks
5419/// in the void, and can be picked up by anyone.
5420#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5421#[serde(deny_unknown_fields)]
5422pub struct Stake {
5423    /// Unique stake id (`stake/<kebab>`).
5424    pub id: StakeId,
5425    /// The datum a death forfeits into this stake, and a collection returns.
5426    /// Must be declared in the stage-5 `state` list, and must be `player`-scoped:
5427    /// a stake is a personal wager, and a party-shared purse would turn one
5428    /// player's death into everyone's penalty.
5429    pub state: StateId,
5430    /// How much of [`Self::state`] a death takes. Default: the whole balance.
5431    #[serde(default, skip_serializing_if = "Option::is_none")]
5432    pub forfeit: Option<Forfeit>,
5433    /// How many live stakes one player may hold at once. Default 1; `0` means a
5434    /// death never places one (and never forfeits anything), which is the
5435    /// "no death cost" configuration.
5436    #[serde(default, skip_serializing_if = "Option::is_none")]
5437    pub max_live: Option<u32>,
5438    /// What a death does when the player is already at [`Self::max_live`].
5439    /// Default [`OnFull::Replace`].
5440    #[serde(default, skip_serializing_if = "Option::is_none")]
5441    pub on_full: Option<OnFull>,
5442    /// Who may collect. Default [`CollectBy::Owner`].
5443    #[serde(default, skip_serializing_if = "Option::is_none")]
5444    pub collect_by: Option<CollectBy>,
5445    /// The line a collection says, on the action bar. Player-visible, inventoried
5446    /// under `stake.<id>.collected`.
5447    pub collected_message: String,
5448    /// The item the glowing marker renders as (default `minecraft:soul_lantern`).
5449    #[serde(default, skip_serializing_if = "Option::is_none")]
5450    pub marker_item: Option<String>,
5451}
5452
5453impl Stake {
5454    /// The forfeit rule, with the documented default applied.
5455    pub fn forfeit(&self) -> Forfeit {
5456        self.forfeit.unwrap_or(Forfeit::All)
5457    }
5458
5459    /// How many live stakes one player may hold, with the documented default.
5460    pub fn max_live(&self) -> u32 {
5461        self.max_live.unwrap_or(1)
5462    }
5463
5464    /// The at-capacity rule, with the documented default.
5465    pub fn on_full(&self) -> OnFull {
5466        self.on_full.unwrap_or(OnFull::Replace)
5467    }
5468
5469    /// The collection rule, with the documented default.
5470    pub fn collect_by(&self) -> CollectBy {
5471        self.collect_by.unwrap_or(CollectBy::Owner)
5472    }
5473
5474    /// The item the marker renders as, with the documented default.
5475    pub fn marker_item(&self) -> &str {
5476        self.marker_item
5477            .as_deref()
5478            .unwrap_or("minecraft:soul_lantern")
5479    }
5480}
5481
5482/// The presentation channel for a [`Verb::Narrate`] (DSL v0.4).
5483#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5484#[serde(rename_all = "kebab-case")]
5485pub enum NarrateStyle {
5486    /// A chat line (default).
5487    Chat,
5488    /// A large on-screen title.
5489    Title,
5490    /// An on-screen subtitle.
5491    Subtitle,
5492    /// An "art" title rendered through the delve's custom resource-pack pixel-banner
5493    /// font (`delve:art`) so endings can flash blocky all-caps text (DSL v0.6,
5494    /// spec-0014). Text is checked at compile time against the font's glyph inventory
5495    /// (`DW0328`); characters outside it (e.g. non-Latin script) are rejected. It
5496    /// renders in the vanilla title slot, so it is width-checked like any title
5497    /// (`DW0330`) — roughly 15 glyphs fit on screen.
5498    Art,
5499    /// The **actionbar** — the one-line strip above the hotbar (DSL v0.11).
5500    ///
5501    /// This is the channel a *reply* uses: it does not interrupt, it does not
5502    /// stack, and it is overwritten by the next one. Every reply the compiler
5503    /// itself writes has always used it — a sealed gate's answer, a checkpoint
5504    /// return, the lobby's party count — but `narrate` could not reach it, which
5505    /// is the mechanical reason `close-gate.sealed_hint` could not have been an
5506    /// ordinary `narrate` even had someone tried (capability-ownership audit
5507    /// finding 3b). A channel is a property of the message, not of the verb that
5508    /// first wanted it.
5509    ///
5510    /// Unlike a title it is never width-checked: vanilla truncates nothing and
5511    /// draws it at GUI width, and a reply is a fragment rather than a banner.
5512    Actionbar,
5513}
5514
5515impl NarrateStyle {
5516    /// The kebab tag (`chat` / `title` / `subtitle` / `art` / `actionbar`).
5517    pub fn token(self) -> &'static str {
5518        match self {
5519            NarrateStyle::Chat => "chat",
5520            NarrateStyle::Title => "title",
5521            NarrateStyle::Subtitle => "subtitle",
5522            NarrateStyle::Art => "art",
5523            NarrateStyle::Actionbar => "actionbar",
5524        }
5525    }
5526}
5527
5528/// One camera waypoint of a [`Verb::Cutscene`] (DSL v0.4): an anchor plus
5529/// an integer block offset from it, giving the camera's world position.
5530#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5531#[serde(deny_unknown_fields)]
5532pub struct CameraWaypoint {
5533    /// The anchor the waypoint is relative to.
5534    pub anchor: AnchorId,
5535    /// Integer `[x, y, z]` block offset from the anchor (default `[0, 0, 0]`).
5536    #[serde(default, skip_serializing_if = "is_zero3")]
5537    pub offset: [i32; 3],
5538}
5539
5540/// One shot of a [`Verb::Cutscene`] (DSL v0.6): a camera dolly with its
5541/// own duration and optional subject. A cutscene plays its shots back-to-back —
5542/// a hard cut between them — inside a single gamemode/position save-restore
5543/// bracket, so a wide establishing move can be followed by an interior close-up
5544/// without the players ever leaving the cinematic.
5545#[derive(Clone, PartialEq, Serialize, Deserialize, JsonSchema)]
5546#[serde(deny_unknown_fields)]
5547pub struct CameraShot {
5548    /// Ordered camera waypoints (straight-line lerp between them). A one-waypoint
5549    /// path is a static shot. Required without `shot_style`; with one, optional —
5550    /// an explicit `path` always overrides the style's expanded dolly.
5551    #[serde(default, skip_serializing_if = "Vec::is_empty")]
5552    pub path: Vec<CameraWaypoint>,
5553    /// This shot's duration in seconds. Required without `shot_style`; with one,
5554    /// optional — the style's default duration applies (see
5555    /// [`ShotStyle::default_seconds`]), and an explicit value always overrides.
5556    #[serde(default, skip_serializing_if = "Option::is_none")]
5557    pub seconds: Option<u32>,
5558    /// Optional subject the camera keeps framed for this shot. Absent = face
5559    /// along the direction of travel (or, under a `shot_style`, the style's own
5560    /// aim at its `subject`). An explicit `look_at` always overrides a style's
5561    /// aim.
5562    #[serde(default, skip_serializing_if = "Option::is_none")]
5563    pub look_at: Option<CameraTarget>,
5564    /// Shot-style preset (DSL v0.6, spec-0015 shot-grammar library): the
5565    /// compiler expands the style deterministically into a camera dolly +
5566    /// per-keyframe aim from the `subject`'s resolved geometry. Requires
5567    /// `subject`; `path`/`look_at`/`seconds` remain legal and always override
5568    /// the corresponding expanded part (`DW0348` polices the combinations).
5569    #[serde(default, skip_serializing_if = "Option::is_none")]
5570    pub shot_style: Option<ShotStyle>,
5571    /// The styled shot's subject — what the shot is *about*. Required with
5572    /// `shot_style`, rejected without one (`DW0348`).
5573    #[serde(default, skip_serializing_if = "Option::is_none")]
5574    pub subject: Option<CameraSubject>,
5575    /// `two-shot` only: the second framed subject (`DW0348` elsewhere).
5576    #[serde(default, skip_serializing_if = "Option::is_none")]
5577    pub subject_b: Option<CameraSubject>,
5578    /// Styled shots only: the style's characteristic camera distance in blocks
5579    /// (its *start* distance for the dolly styles). Default per style — see the
5580    /// `shot_style` table in `docs/reference/compiler.md`. Clamped range 1..=48
5581    /// (`DW0348`).
5582    #[serde(default, skip_serializing_if = "Option::is_none")]
5583    pub dist: Option<f64>,
5584    /// `orbit-arc` only: the sweep in degrees, 45..=120 (dossier range),
5585    /// default 90 (`DW0348` elsewhere or out of range).
5586    #[serde(default, skip_serializing_if = "Option::is_none")]
5587    pub degrees: Option<f64>,
5588    /// Styled shots only: placement bearing in degrees — where the camera sits
5589    /// (or starts) relative to the subject, measured like a Minecraft yaw
5590    /// *from* the subject: `0` puts the camera south of the subject (+Z), `90`
5591    /// west (−X), `-90` east (+X), `180` north (−Z). Default `0`. For
5592    /// `side-track` the bearing picks which side of the subject's travel the
5593    /// camera runs abeam (`0` = right of travel, `180` = left).
5594    #[serde(default, skip_serializing_if = "Option::is_none")]
5595    pub bearing: Option<f64>,
5596}
5597
5598/// A `shot_style` preset (DSL v0.6): the dossier's 9-template library
5599/// (`docs/notes/camera-dossier.md` §2), each expanded deterministically by the
5600/// compiler into a dolly + aim from the subject's geometry. Camera "lens feel"
5601/// is **distance only** — vanilla has no in-game FOV control.
5602#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5603#[serde(rename_all = "kebab-case")]
5604pub enum ShotStyle {
5605    /// Fully static close framing of a prop/detail. The beat that always looks
5606    /// right.
5607    Insert,
5608    /// Static position; only the aim turns as the subject (ideally moving)
5609    /// passes. Rockstar's roadside "ground view".
5610    LockedOff,
5611    /// Straight dolly toward the subject along the view axis; medium → close.
5612    PushIn,
5613    /// Reverse of `push-in`: close → wide, revealing context.
5614    PullBackReveal,
5615    /// High and far, descending and closing on the subject. First sight of an
5616    /// area.
5617    EstablishingCrane,
5618    /// Constant-radius, constant-height arc around the subject.
5619    OrbitArc,
5620    /// Parallel dolly abeam a **moving** subject at constant offset — needs a
5621    /// compiler-known subject path (`DW0349`).
5622    SideTrack,
5623    /// Static placement solved so **both** subjects land on opposite thirds
5624    /// (Toric-space construction). Needs `subject_b`.
5625    TwoShot,
5626    /// Low, close, trailing a **moving** subject near ground level — needs a
5627    /// compiler-known subject path (`DW0349`).
5628    LowFollow,
5629}
5630
5631impl ShotStyle {
5632    /// The kebab token (diagnostics, digests).
5633    pub fn token(self) -> &'static str {
5634        match self {
5635            ShotStyle::Insert => "insert",
5636            ShotStyle::LockedOff => "locked-off",
5637            ShotStyle::PushIn => "push-in",
5638            ShotStyle::PullBackReveal => "pull-back-reveal",
5639            ShotStyle::EstablishingCrane => "establishing-crane",
5640            ShotStyle::OrbitArc => "orbit-arc",
5641            ShotStyle::SideTrack => "side-track",
5642            ShotStyle::TwoShot => "two-shot",
5643            ShotStyle::LowFollow => "low-follow",
5644        }
5645    }
5646
5647    /// Default shot duration in seconds, from the dossier's per-style duration
5648    /// ranges (§2, anchored on the film-editing ASL literature) — the value an
5649    /// omitted `seconds` resolves to.
5650    pub fn default_seconds(self) -> u32 {
5651        match self {
5652            ShotStyle::Insert => 2,
5653            ShotStyle::LockedOff => 6,
5654            ShotStyle::PushIn => 4,
5655            ShotStyle::PullBackReveal => 6,
5656            ShotStyle::EstablishingCrane => 8,
5657            ShotStyle::OrbitArc => 8,
5658            ShotStyle::SideTrack => 8,
5659            ShotStyle::TwoShot => 5,
5660            ShotStyle::LowFollow => 5,
5661        }
5662    }
5663
5664    /// `true` for the styles whose subject must be *moving* on a compiler-known
5665    /// path (`move-npc` / `move-actor` in the same effect group or sequence) —
5666    /// `side-track` and `low-follow` (`DW0349` otherwise).
5667    pub fn needs_moving_subject(self) -> bool {
5668        matches!(self, ShotStyle::SideTrack | ShotStyle::LowFollow)
5669    }
5670}
5671
5672/// A styled shot's subject (DSL v0.6): the world thing the shot frames — a
5673/// prefab anchor point, a stage-2 NPC, or a stage-5 actor — plus an integer
5674/// block offset. For `npc`/`actor` subjects the aim point is the entity's cell
5675/// **plus one block up** (torso height, so a close shot does not frame feet)
5676/// before `offset` is applied; an `anchor` subject aims at the block centre
5677/// exactly like a [`CameraTarget`].
5678/// Each variant's payload is a **named struct** carrying `deny_unknown_fields`
5679/// — serde has no variant-level `deny_unknown_fields`, so an untagged
5680/// enum with inline struct variants silently *ignores* any key it does not
5681/// recognise: `{"npc": …, "ofset": [0,1,0]}` would deserialize happily with the
5682/// offset dropped, and `{"anchor": …, "npc": …}` would quietly match `Anchor`
5683/// and discard the NPC. Lifting each variant into its own type keeps the repo-wide
5684/// deny-unknown rule for both serde and the published JSON Schema
5685/// (`additionalProperties: false`): a mistyped shot subject fails the schema
5686/// instead of rendering a shot pointed somewhere the author never asked for.
5687#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5688#[serde(untagged)]
5689pub enum CameraSubject {
5690    /// A fixed world point: prefab anchor + offset.
5691    Anchor(AnchorSubject),
5692    /// A stage-2 NPC — moving if a `move-npc` for it runs in the same effect
5693    /// group / sequence, else static at its declared (or spawn) anchor.
5694    Npc(NpcSubject),
5695    /// A stage-5 actor — moving if a `move-actor` for it runs in the same
5696    /// effect group / sequence, else static at its declared anchor.
5697    Actor(ActorSubject),
5698}
5699
5700/// A [`CameraSubject::Anchor`] payload: a fixed world point.
5701#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5702#[serde(deny_unknown_fields)]
5703pub struct AnchorSubject {
5704    /// The anchor the subject sits at.
5705    pub anchor: AnchorId,
5706    /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
5707    #[serde(default, skip_serializing_if = "is_zero3")]
5708    pub offset: [i32; 3],
5709}
5710
5711/// A [`CameraSubject::Npc`] payload: a stage-2 NPC.
5712#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5713#[serde(deny_unknown_fields)]
5714pub struct NpcSubject {
5715    /// The NPC (stage-2 ref).
5716    pub npc: NpcId,
5717    /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
5718    #[serde(default, skip_serializing_if = "is_zero3")]
5719    pub offset: [i32; 3],
5720}
5721
5722/// A [`CameraSubject::Actor`] payload: a stage-5 actor.
5723#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5724#[serde(deny_unknown_fields)]
5725pub struct ActorSubject {
5726    /// The actor (stage-5 `actors` ref).
5727    pub actor: ActorId,
5728    /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
5729    #[serde(default, skip_serializing_if = "is_zero3")]
5730    pub offset: [i32; 3],
5731}
5732
5733impl CameraSubject {
5734    /// The subject's integer offset, whichever variant.
5735    pub fn offset(&self) -> [i32; 3] {
5736        match self {
5737            CameraSubject::Anchor(s) => s.offset,
5738            CameraSubject::Npc(s) => s.offset,
5739            CameraSubject::Actor(s) => s.offset,
5740        }
5741    }
5742
5743    /// A short canonical rendering for digests/diagnostics.
5744    pub fn canon(&self) -> String {
5745        let (kind, id, o) = match self {
5746            CameraSubject::Anchor(s) => ("a", s.anchor.as_str(), &s.offset),
5747            CameraSubject::Npc(s) => ("n", s.npc.as_str(), &s.offset),
5748            CameraSubject::Actor(s) => ("c", s.actor.as_str(), &s.offset),
5749        };
5750        format!("{kind}:{id}@{},{},{}", o[0], o[1], o[2])
5751    }
5752}
5753
5754/// `Debug` is hand-written because it is a **stable content-key rendering**:
5755/// the compiler's `payload_verb_key` (FNV over a verb's own `{:?}`) names the
5756/// generated `volley_`, `collapse_` and `teleport_` functions from it, so a shot
5757/// that uses none of the v0.6 style fields must render byte-identically to the
5758/// pre-style struct (`seconds` prints its inner value; absent style fields print
5759/// nothing) — otherwise a purely additive schema change would silently churn the
5760/// content key of every payload that carries a cutscene.
5761impl std::fmt::Debug for CameraShot {
5762    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
5763        let mut d = f.debug_struct("CameraShot");
5764        d.field("path", &self.path);
5765        match self.seconds {
5766            Some(v) => d.field("seconds", &v),
5767            None => d.field("seconds", &self.seconds),
5768        };
5769        d.field("look_at", &self.look_at);
5770        if self.shot_style.is_some() {
5771            d.field("shot_style", &self.shot_style);
5772        }
5773        if self.subject.is_some() {
5774            d.field("subject", &self.subject);
5775        }
5776        if self.subject_b.is_some() {
5777            d.field("subject_b", &self.subject_b);
5778        }
5779        if self.dist.is_some() {
5780            d.field("dist", &self.dist);
5781        }
5782        if self.degrees.is_some() {
5783            d.field("degrees", &self.degrees);
5784        }
5785        if self.bearing.is_some() {
5786            d.field("bearing", &self.bearing);
5787        }
5788        d.finish()
5789    }
5790}
5791
5792impl CameraShot {
5793    /// The shot's resolved duration in seconds: explicit `seconds`, else the
5794    /// style default, else `1` (a shape-invalid shot — `DW0199` reports it; the
5795    /// fallback only keeps downstream passes total).
5796    pub fn resolved_seconds(&self) -> u32 {
5797        self.seconds
5798            .or(self.shot_style.map(ShotStyle::default_seconds))
5799            .unwrap_or(1)
5800    }
5801}
5802
5803/// The subject a [`Verb::Cutscene`] camera keeps framed (DSL v0.6): an
5804/// anchor plus an integer block offset from it, giving the world point every
5805/// dolly camera is aimed at. Same shape as a [`CameraWaypoint`] — a waypoint says
5806/// where the camera *is*, a target says what it *looks at*.
5807#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5808#[serde(deny_unknown_fields)]
5809pub struct CameraTarget {
5810    /// The anchor the look target is relative to.
5811    pub anchor: AnchorId,
5812    /// Integer `[x, y, z]` block offset from the anchor (default `[0, 0, 0]`).
5813    #[serde(default, skip_serializing_if = "is_zero3")]
5814    pub offset: [i32; 3],
5815}
5816
5817/// serde `skip_serializing_if` helper: skip a `[0, 0, 0]` offset.
5818fn is_zero3(v: &[i32; 3]) -> bool {
5819    *v == [0, 0, 0]
5820}
5821
5822impl Verb {
5823    /// The kebab-case `type` tag this verb serializes as — the verb a
5824    /// diagnostic should name so the author can find it in the JSON.
5825    pub fn tag(&self) -> &'static str {
5826        match self {
5827            Verb::OpenGate { .. } => "open-gate",
5828            Verb::CloseGate { .. } => "close-gate",
5829            Verb::CampaignComplete { .. } => "campaign-complete",
5830            Verb::GiveItem { .. } => "give-item",
5831            Verb::SetFlag { .. } => "set-flag",
5832            Verb::SetState { .. } => "set-state",
5833            Verb::AddState { .. } => "add-state",
5834            Verb::ClearState { .. } => "clear-state",
5835            Verb::DropStake { .. } => "drop-stake",
5836            Verb::SpawnWave { .. } => "spawn-wave",
5837            Verb::Narrate { .. } => "narrate",
5838            Verb::SetBlock { .. } => "set-block",
5839            Verb::FillRegion { .. } => "fill-region",
5840            Verb::ClearRegion { .. } => "clear-region",
5841            Verb::OpenWay { .. } => "open-way",
5842            Verb::DespawnNpc { .. } => "despawn-npc",
5843            Verb::MoveNpc { .. } => "move-npc",
5844            Verb::Cutscene { .. } => "cutscene",
5845            Verb::SetTime { .. } => "set-time",
5846            Verb::SetWeather { .. } => "set-weather",
5847            Verb::PlaySound { .. } => "play-sound",
5848            Verb::DamagePlayers { .. } => "damage-players",
5849            Verb::SetCheckpoint { .. } => "set-checkpoint",
5850            Verb::Bonfire { .. } => "bonfire",
5851            Verb::BeginStealth { .. } => "begin-stealth",
5852            Verb::EndStealth => "end-stealth",
5853            Verb::SpawnNpc { .. } => "spawn-npc",
5854            Verb::SpawnActor { .. } => "spawn-actor",
5855            Verb::DespawnActor { .. } => "despawn-actor",
5856            Verb::MoveActor { .. } => "move-actor",
5857            Verb::UnleashActor { .. } => "unleash-actor",
5858            Verb::Sequence { .. } => "sequence",
5859            Verb::Volley { .. } => "volley",
5860            Verb::Collapse { .. } => "collapse",
5861            Verb::GiveEffect { .. } => "give-effect",
5862            Verb::ClearEffect { .. } => "clear-effect",
5863            Verb::Teleport { .. } => "teleport",
5864        }
5865    }
5866}
5867
5868impl QuestEffect {
5869    /// The gate anchor if this is `open-gate`.
5870    pub fn open_gate_anchor(&self) -> Option<&AnchorId> {
5871        match &self.verb {
5872            Verb::OpenGate { anchor, .. } => Some(anchor),
5873            _ => None,
5874        }
5875    }
5876
5877    /// The gate anchor if this is `close-gate` (DSL v0.6).
5878    pub fn close_gate_anchor(&self) -> Option<&AnchorId> {
5879        match &self.verb {
5880            Verb::CloseGate { anchor, .. } => Some(anchor),
5881            _ => None,
5882        }
5883    }
5884
5885    /// The authored `sealed_hint` if this is a `close-gate` that declares one (DSL
5886    /// v0.8). `None` for every other effect **and** for a `close-gate` that takes
5887    /// the compiler's canonical English seal line.
5888    pub fn close_gate_sealed_hint(&self) -> Option<&str> {
5889        match &self.verb {
5890            Verb::CloseGate { sealed_hint, .. } => sealed_hint.as_deref(),
5891            _ => None,
5892        }
5893    }
5894
5895    /// The wave id if this is `spawn-wave` (v0.3).
5896    pub fn spawn_wave(&self) -> Option<&WaveId> {
5897        match &self.verb {
5898            Verb::SpawnWave { wave, .. } => Some(wave),
5899            _ => None,
5900        }
5901    }
5902
5903    /// The flag id if this is `set-flag` (v0.3).
5904    pub fn set_flag(&self) -> Option<&FlagId> {
5905        match &self.verb {
5906            Verb::SetFlag { flag, .. } => Some(flag),
5907            _ => None,
5908        }
5909    }
5910
5911    /// The item id if this is `give-item` (v0.3).
5912    pub fn give_item(&self) -> Option<&str> {
5913        match &self.verb {
5914            Verb::GiveItem { item, .. } => Some(item),
5915            _ => None,
5916        }
5917    }
5918
5919    /// `true` if this is a `give-item` carrying a v0.4 display `name`.
5920    pub fn give_item_named(&self) -> bool {
5921        matches!(self.verb, Verb::GiveItem { name: Some(_), .. })
5922    }
5923
5924    /// The declared `carrier` if this is a `give-item` that states one (v0.6,
5925    /// spec-0018). `None` for any other effect **and** for a `give-item` that
5926    /// leaves it absent — absent reads as [`Carrier::All`], and the distinction
5927    /// matters only for the pre-0.6 reserved-field gate.
5928    pub fn give_carrier(&self) -> Option<Carrier> {
5929        match &self.verb {
5930            Verb::GiveItem { carrier, .. } => *carrier,
5931            _ => None,
5932        }
5933    }
5934
5935    /// Does this `give-item` hand a single copy to the acting player (v0.6,
5936    /// spec-0018)? `false` for every other effect and for the party-wide default.
5937    pub fn gives_to_one(&self) -> bool {
5938        matches!(self.give_carrier(), Some(Carrier::One))
5939    }
5940
5941    /// The `set-block` block id if this is a v0.4 `set-block` effect.
5942    pub fn set_block(&self) -> Option<(&AnchorId, &str)> {
5943        match &self.verb {
5944            Verb::SetBlock { anchor, block, .. } => Some((anchor, block.as_str())),
5945            _ => None,
5946        }
5947    }
5948
5949    /// The NPC id if this is a v0.4 `despawn-npc` effect.
5950    pub fn despawn_npc(&self) -> Option<&NpcId> {
5951        match &self.verb {
5952            Verb::DespawnNpc { npc, .. } => Some(npc),
5953            _ => None,
5954        }
5955    }
5956
5957    /// `(npc, to_anchor)` if this is a v0.4 `move-npc` effect.
5958    pub fn move_npc(&self) -> Option<(&NpcId, &AnchorId)> {
5959        match &self.verb {
5960            Verb::MoveNpc { npc, to_anchor, .. } => Some((npc, to_anchor)),
5961            _ => None,
5962        }
5963    }
5964
5965    /// The v0.3 effect name if this effect is one introduced in DSL v0.3
5966    /// (`give-item`/`set-flag`/`spawn-wave`). These validate in v0.3 campaigns
5967    ///.
5968    pub fn v03_effect(&self) -> Option<&'static str> {
5969        match &self.verb {
5970            Verb::GiveItem { .. } => Some("give-item"),
5971            Verb::SetFlag { .. } => Some("set-flag"),
5972            Verb::SpawnWave { .. } => Some("spawn-wave"),
5973            Verb::OpenGate { .. }
5974            | Verb::CloseGate { .. }
5975            | Verb::CampaignComplete { .. } => None,
5976            // v0.4 effects report via `v04_effect`; v0.5 via `v05_effect`; they
5977            // are not v0.3 verbs.
5978            Verb::Narrate { .. }
5979            | Verb::SetBlock { .. }
5980            | Verb::DespawnNpc { .. }
5981            | Verb::MoveNpc { .. }
5982            | Verb::Cutscene { .. }
5983            | Verb::SetTime { .. }
5984            | Verb::SetWeather { .. }
5985            | Verb::PlaySound { .. }
5986            | Verb::DamagePlayers { .. }
5987            | Verb::SetCheckpoint { .. }
5988            | Verb::Bonfire { .. }
5989            | Verb::BeginStealth { .. }
5990            | Verb::EndStealth
5991            | Verb::SpawnActor { .. }
5992            | Verb::DespawnActor { .. }
5993            | Verb::MoveActor { .. }
5994            | Verb::UnleashActor { .. }
5995            | Verb::SpawnNpc { .. }
5996            | Verb::Sequence { .. }
5997            // spec-0022 trap-payload verbs are v0.6 — they report via `v06_effect`.
5998            | Verb::Volley { .. }
5999            | Verb::Collapse { .. }
6000            // spec-0031's state verbs, region writes, status effects and teleport,
6001            // and spec-0032's `drop-stake`, are all v0.10 — they report via
6002            // `v10_effect`.
6003            | Verb::SetState { .. }
6004            | Verb::AddState { .. }
6005            | Verb::ClearState { .. }
6006            | Verb::FillRegion { .. }
6007            | Verb::ClearRegion { .. }
6008            // spec-0042's `open-way` is v0.12 — it reports via `v12_effect`.
6009            | Verb::OpenWay { .. }
6010            | Verb::GiveEffect { .. }
6011            | Verb::ClearEffect { .. }
6012            | Verb::Teleport { .. }
6013            | Verb::DropStake { .. } => None,
6014        }
6015    }
6016
6017    /// The v0.4 effect name if this effect is one introduced in DSL v0.4
6018    /// (`narrate`/`set-block`/`despawn-npc`/`move-npc`/`cutscene`). These validate
6019    /// in v0.4 campaigns.
6020    pub fn v04_effect(&self) -> Option<&'static str> {
6021        match &self.verb {
6022            Verb::Narrate { .. } => Some("narrate"),
6023            Verb::SetBlock { .. } => Some("set-block"),
6024            Verb::DespawnNpc { .. } => Some("despawn-npc"),
6025            Verb::MoveNpc { .. } => Some("move-npc"),
6026            Verb::Cutscene { .. } => Some("cutscene"),
6027            _ => None,
6028        }
6029    }
6030
6031    /// The v0.5 effect name if this effect is one introduced in DSL v0.5
6032    /// (`set-time`/`set-weather`, spec-0010).
6033    pub fn v05_effect(&self) -> Option<&'static str> {
6034        match &self.verb {
6035            Verb::SetTime { .. } => Some("set-time"),
6036            Verb::SetWeather { .. } => Some("set-weather"),
6037            _ => None,
6038        }
6039    }
6040
6041    /// The v0.6 effect name if this effect is one introduced in DSL v0.6
6042    /// (`set-checkpoint`, spec-0012; `begin-stealth`/`end-stealth`, spec-0014;
6043    /// `play-sound`, spec-0014; the scripted-actor staging verbs
6044    /// `spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`/`sequence`,
6045    /// spec-0014). These validate in v0.6 campaigns
6046    /// earlier. (The `narrate` `art` style is a v0.6 addition to an existing verb
6047    /// — see [`QuestEffect::narrate_art`] — not a new effect.)
6048    pub fn v06_effect(&self) -> Option<&'static str> {
6049        match &self.verb {
6050            Verb::CloseGate { .. } => Some("close-gate"),
6051            Verb::SetCheckpoint { .. } => Some("set-checkpoint"),
6052            Verb::Bonfire { .. } => Some("bonfire"),
6053            Verb::BeginStealth { .. } => Some("begin-stealth"),
6054            Verb::EndStealth => Some("end-stealth"),
6055            Verb::PlaySound { .. } => Some("play-sound"),
6056            Verb::DamagePlayers { .. } => Some("damage-players"),
6057            Verb::SpawnActor { .. } => Some("spawn-actor"),
6058            Verb::DespawnActor { .. } => Some("despawn-actor"),
6059            Verb::MoveActor { .. } => Some("move-actor"),
6060            Verb::UnleashActor { .. } => Some("unleash-actor"),
6061            Verb::Sequence { .. } => Some("sequence"),
6062            Verb::SpawnNpc { .. } => Some("spawn-npc"),
6063            // spec-0022 trap-payload verbs — v0.6 surface, reserved earlier.
6064            Verb::Volley { .. } => Some("volley"),
6065            Verb::Collapse { .. } => Some("collapse"),
6066            _ => None,
6067        }
6068    }
6069
6070    /// The v0.10 effect name if this effect is one introduced in DSL v0.10
6071    /// (`set-state`/`add-state`/`clear-state` and the region writes
6072    /// `fill-region`/`clear-region`, spec-0031). These validate in v0.10
6073    /// campaigns.
6074    pub fn v10_effect(&self) -> Option<&'static str> {
6075        match &self.verb {
6076            Verb::SetState { .. } => Some("set-state"),
6077            Verb::AddState { .. } => Some("add-state"),
6078            Verb::ClearState { .. } => Some("clear-state"),
6079            Verb::FillRegion { .. } => Some("fill-region"),
6080            Verb::ClearRegion { .. } => Some("clear-region"),
6081            Verb::GiveEffect { .. } => Some("give-effect"),
6082            Verb::ClearEffect { .. } => Some("clear-effect"),
6083            Verb::Teleport { .. } => Some("teleport"),
6084            Verb::DropStake { .. } => Some("drop-stake"),
6085            _ => None,
6086        }
6087    }
6088
6089    /// The v0.12 effect name if this effect is one introduced in DSL v0.12
6090    /// (`open-way`, spec-0042).
6091    pub fn v12_effect(&self) -> Option<&'static str> {
6092        match &self.verb {
6093            Verb::OpenWay { .. } => Some("open-way"),
6094            _ => None,
6095        }
6096    }
6097
6098    /// **The way this effect opens** (DSL v0.12, spec-0042): the placed piece and
6099    /// the name of one way that piece's spatial contract exports.
6100    ///
6101    /// The third spelling of the one region write, beside
6102    /// [`QuestEffect::region_write`] (the author's own box) and
6103    /// [`QuestEffect::gate_region_write`] (a gate anchor's box). It answers with a
6104    /// *reference* and never with geometry, because the geometry is not the
6105    /// campaign's to state: the cells, the block and the direction all live in the
6106    /// piece's metadata, and the compiler resolves them there
6107    /// (`compiler::ways`). A region-shaped accessor here would be the second
6108    /// authority this surface exists to avoid.
6109    pub fn way_write(&self) -> Option<(&PrefabId, &str)> {
6110        match &self.verb {
6111            Verb::OpenWay { piece, way, .. } => Some((piece, way.as_str())),
6112            _ => None,
6113        }
6114    }
6115
6116    /// **The one region write**, whichever verb spelled it (DSL v0.10,
6117    /// spec-0031): the box to write and the block to write it with — `None` for
6118    /// the block meaning *clear to air*.
6119    ///
6120    /// This is the accessor the capability belongs to. It answers for
6121    /// `fill-region` / `clear-region`, which name their own box; `open-gate` /
6122    /// `close-gate` are the same operation over a box a prefab gate anchor
6123    /// declares, so they answer through
6124    /// [`QuestEffect::gate_region_write`](Self::gate_region_write) — the anchor
6125    /// is theirs, the *operation* is shared.
6126    pub fn region_write(&self) -> Option<(&StealthZone, Option<&str>)> {
6127        match &self.verb {
6128            Verb::FillRegion { region, block, .. } => Some((region, Some(block.as_str()))),
6129            Verb::ClearRegion { region, .. } => Some((region, None)),
6130            _ => None,
6131        }
6132    }
6133
6134    /// The gate anchor this effect writes, and whether the write **fills** it:
6135    /// `Some((anchor, true))` for `close-gate`, `Some((anchor, false))` for
6136    /// `open-gate`, `None` for everything else.
6137    ///
6138    /// The gate half of [`QuestEffect::region_write`]: same operation, but the box
6139    /// and the fill block come from the prefab's gate anchor rather than from the
6140    /// author. Everything that reasons about runtime region writes reads both
6141    /// accessors and nothing else.
6142    pub fn gate_region_write(&self) -> Option<(&AnchorId, bool)> {
6143        match &self.verb {
6144            Verb::CloseGate { anchor, .. } => Some((anchor, true)),
6145            Verb::OpenGate { anchor, .. } => Some((anchor, false)),
6146            _ => None,
6147        }
6148    }
6149
6150    /// `(projectile, from_anchor, kill_zone, salvos, interval)` if this is a
6151    /// `volley` (spec-0022), with the documented defaults already applied.
6152    pub fn volley(&self) -> Option<(&str, &AnchorId, &StealthZone, u32, u32)> {
6153        match &self.verb {
6154            Verb::Volley {
6155                projectile,
6156                from_anchor,
6157                kill_zone,
6158                salvos,
6159                interval,
6160                ..
6161            } => Some((
6162                projectile.as_deref().unwrap_or(DEFAULT_VOLLEY_PROJECTILE),
6163                from_anchor,
6164                kill_zone,
6165                salvos.unwrap_or(DEFAULT_VOLLEY_SALVOS),
6166                interval.unwrap_or(DEFAULT_VOLLEY_INTERVAL),
6167            )),
6168            _ => None,
6169        }
6170    }
6171
6172    /// `(region_anchor, falling_block, then_floor)` if this is a `collapse`
6173    /// (spec-0022), with the documented default already applied.
6174    pub fn collapse(&self) -> Option<(&StealthZone, &str, Option<&str>)> {
6175        match &self.verb {
6176            Verb::Collapse {
6177                region_anchor,
6178                falling_block,
6179                then_floor,
6180                ..
6181            } => Some((
6182                region_anchor,
6183                falling_block
6184                    .as_deref()
6185                    .unwrap_or(DEFAULT_COLLAPSE_FALLING_BLOCK),
6186                then_floor.as_deref(),
6187            )),
6188            _ => None,
6189        }
6190    }
6191
6192    /// The NPC id if this is a v0.6 `spawn-npc` effect (the dual of
6193    /// [`QuestEffect::despawn_npc`]).
6194    pub fn spawn_npc(&self) -> Option<&NpcId> {
6195        match &self.verb {
6196            Verb::SpawnNpc { npc, .. } => Some(npc),
6197            _ => None,
6198        }
6199    }
6200
6201    /// **The body this effect puts into the world**, by id, for every body class
6202    /// alike ([`BodyRef`]).
6203    ///
6204    /// `spawn-npc` and `spawn-actor` are the two, and they are answered in one
6205    /// place so a rule about a body's lifetime quantifies over bodies rather
6206    /// than over the verb that first needed it. A body's OTHER entry — standing
6207    /// on its mark from world init — is not an effect at all and is
6208    /// [`BodyRef::at_world_init`].
6209    ///
6210    /// `unleash-actor` is deliberately not an entry: it puts no new body on the
6211    /// mark, it replaces the one already standing there (see [`Self::body_exit`]).
6212    pub fn body_entry(&self) -> Option<&str> {
6213        match &self.verb {
6214            Verb::SpawnNpc { npc, .. } => Some(npc.as_str()),
6215            Verb::SpawnActor { actor, .. } => Some(actor.as_str()),
6216            _ => None,
6217        }
6218    }
6219
6220    /// **The body this effect takes out of the world**, by id, for every body
6221    /// class alike.
6222    ///
6223    /// `despawn-npc` and `despawn-actor` remove the body outright.
6224    /// `unleash-actor` is the third: it kills the staged puppet and stands a
6225    /// real-AI twin in its place, and from that moment the compiler makes no
6226    /// claim about where that body is or whether it is still alive — the twin
6227    /// walks, fights and dies under vanilla AI. Answering all three here is what
6228    /// keeps "can this body still be standing?" from being decided one verb at a
6229    /// time.
6230    ///
6231    /// Deliberately NOT an exit: `move-npc` / `move-actor`. A walked body is
6232    /// still in the world, and its declared mark is still the cell the engine
6233    /// summoned it onto — a mark two live bodies share is shared whether or not
6234    /// one of them has since walked off it.
6235    pub fn body_exit(&self) -> Option<&str> {
6236        match &self.verb {
6237            Verb::DespawnNpc { npc, .. } => Some(npc.as_str()),
6238            Verb::DespawnActor { actor, .. } | Verb::UnleashActor { actor, .. } => {
6239                Some(actor.as_str())
6240            }
6241            _ => None,
6242        }
6243    }
6244
6245    /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` effect.
6246    pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
6247        match &self.verb {
6248            Verb::SetCheckpoint { anchor, on_respawn } => Some((anchor, on_respawn.as_slice())),
6249            _ => None,
6250        }
6251    }
6252
6253    /// `(anchor, on_rest)` if this is a `bonfire` effect (spec-0016 §1).
6254    pub fn bonfire(&self) -> Option<(&AnchorId, &[QuestEffect])> {
6255        match &self.verb {
6256            Verb::Bonfire {
6257                anchor, on_rest, ..
6258            } => Some((anchor, on_rest.as_slice())),
6259            _ => None,
6260        }
6261    }
6262
6263    /// The bonfire's authored rest-dialog strings, each `None` when unauthored
6264    /// (the compiler then bakes its canonical English). `None` for every other
6265    /// effect (spec-0016 §1).
6266    pub fn bonfire_labels(&self) -> Option<BonfireLabels<'_>> {
6267        match &self.verb {
6268            Verb::Bonfire {
6269                prompt,
6270                rest_label,
6271                save_label,
6272                ..
6273            } => Some(BonfireLabels {
6274                prompt: prompt.as_deref(),
6275                rest_label: rest_label.as_deref(),
6276                save_label: save_label.as_deref(),
6277            }),
6278            _ => None,
6279        }
6280    }
6281
6282    /// The `within` filter zone if this is a v0.6 `damage-players` effect that
6283    /// declares one (the `in` spatial scope). `None` for an unscoped
6284    /// `damage-players` and for every other effect.
6285    pub fn damage_within(&self) -> Option<&StealthZone> {
6286        match &self.verb {
6287            Verb::DamagePlayers { within, .. } => within.as_ref(),
6288            _ => None,
6289        }
6290    }
6291
6292    /// `(zones, on_caught, grace_ticks)` if this is a v0.6 `begin-stealth` effect.
6293    pub fn begin_stealth(&self) -> Option<(&[StealthZone], &[QuestEffect], u32)> {
6294        match &self.verb {
6295            Verb::BeginStealth {
6296                zones,
6297                on_caught,
6298                grace_ticks,
6299            } => Some((zones.as_slice(), on_caught.as_slice(), *grace_ticks)),
6300            _ => None,
6301        }
6302    }
6303
6304    /// The target time if this is a v0.5 `set-time` effect.
6305    pub fn set_time(&self) -> Option<WorldTime> {
6306        match &self.verb {
6307            Verb::SetTime { time, .. } => Some(*time),
6308            _ => None,
6309        }
6310    }
6311
6312    /// The target weather if this is a v0.5 `set-weather` effect.
6313    pub fn set_weather(&self) -> Option<WorldWeather> {
6314        match &self.verb {
6315            Verb::SetWeather { weather, .. } => Some(*weather),
6316            _ => None,
6317        }
6318    }
6319
6320    /// The effect lists nested one level inside this effect (DSL v0.6): a
6321    /// `sequence`'s per-step effects (in step order), a `set-checkpoint`'s
6322    /// `on_respawn`, a `begin-stealth`'s `on_caught`, and a `move-actor`'s /
6323    /// `move-npc`'s `on_arrive`. Empty for a leaf effect.
6324    ///
6325    /// This is the **single authority** on effect nesting. Every deep traversal —
6326    /// the flag/wave producer scans, the checkpoint/stealth collector, the l10n
6327    /// string inventory, and emission — walks the tree through it (see
6328    /// [`Self::visit_deep`]), so a new nesting site is picked up everywhere at
6329    /// once and no walker can silently miss a list (the class of bug where a
6330    /// `set-flag`/`set-checkpoint` nested in a `sequence` was skipped).
6331    pub fn nested_effect_lists(&self) -> Vec<&[QuestEffect]> {
6332        match &self.verb {
6333            Verb::Sequence { steps } => steps.iter().map(|s| s.effects.as_slice()).collect(),
6334            Verb::SetCheckpoint { on_respawn, .. } => vec![on_respawn.as_slice()],
6335            Verb::Bonfire { on_rest, .. } => vec![on_rest.as_slice()],
6336            Verb::BeginStealth { on_caught, .. } => vec![on_caught.as_slice()],
6337            Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
6338                vec![on_arrive.as_slice()]
6339            }
6340            _ => Vec::new(),
6341        }
6342    }
6343
6344    /// Visit `self` and every transitively nested effect (depth-first, pre-order),
6345    /// descending through [`Self::nested_effect_lists`].
6346    pub fn visit_deep<'a>(&'a self, f: &mut dyn FnMut(&'a QuestEffect)) {
6347        f(self);
6348        for list in self.nested_effect_lists() {
6349            for e in list {
6350                e.visit_deep(f);
6351            }
6352        }
6353    }
6354
6355    /// Each nested effect list ([`Self::nested_effect_lists`]) paired with the
6356    /// **stable key segment** used to derive child l10n keys / diagnostic paths, and
6357    /// exposed mutably so the localization pass can rewrite nested player-visible
6358    /// strings in place. Segments: `seq.<step>` for each sequence step (step index),
6359    /// `respawn` for `set-checkpoint.on_respawn`, `caught` for
6360    /// `begin-stealth.on_caught`, `arrive` for `move-actor.on_arrive`. Kept in
6361    /// lockstep with `nested_effect_lists` (same lists, same order) — the position-
6362    /// derived segments make every derived key deterministic and stable across
6363    /// builds (ADR-0006 byte-identity).
6364    pub fn nested_effect_lists_keyed_mut(&mut self) -> Vec<(String, &mut [QuestEffect])> {
6365        match &mut self.verb {
6366            Verb::Sequence { steps } => steps
6367                .iter_mut()
6368                .enumerate()
6369                .map(|(s, st)| (format!("seq.{s}"), st.effects.as_mut_slice()))
6370                .collect(),
6371            Verb::SetCheckpoint { on_respawn, .. } => {
6372                vec![("respawn".to_string(), on_respawn.as_mut_slice())]
6373            }
6374            Verb::Bonfire { on_rest, .. } => {
6375                vec![("rest".to_string(), on_rest.as_mut_slice())]
6376            }
6377            Verb::BeginStealth { on_caught, .. } => {
6378                vec![("caught".to_string(), on_caught.as_mut_slice())]
6379            }
6380            Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
6381                vec![("arrive".to_string(), on_arrive.as_mut_slice())]
6382            }
6383            _ => Vec::new(),
6384        }
6385    }
6386
6387    /// Immutable sibling of [`Self::nested_effect_lists_keyed_mut`] that additionally
6388    /// exposes the **JSON-pointer path segment** for each nested list, so a deep
6389    /// consumer scan (sound/art/give/wave refs) can report a precise diagnostic path
6390    /// *and* the matching l10n key. Each entry is `(path_seg, key_seg, list)`; the
6391    /// caller appends the per-effect index — `/{j}` to the path, `.{j}` to the key.
6392    /// Kept in lockstep with `nested_effect_lists` / `nested_effect_lists_keyed_mut`
6393    /// (same lists, same order): the l10n key segments match
6394    /// `nested_effect_lists_keyed_mut` exactly (`seq.<step>`/`respawn`/`caught`/
6395    /// `arrive`), and the path segments name the real fields
6396    /// (`steps/<step>/effects`, `on_respawn`, `on_caught`, `on_arrive`).
6397    pub fn nested_effect_lists_labeled(&self) -> Vec<(String, String, &[QuestEffect])> {
6398        match &self.verb {
6399            Verb::Sequence { steps } => steps
6400                .iter()
6401                .enumerate()
6402                .map(|(s, st)| {
6403                    (
6404                        format!("steps/{s}/effects"),
6405                        format!("seq.{s}"),
6406                        st.effects.as_slice(),
6407                    )
6408                })
6409                .collect(),
6410            Verb::SetCheckpoint { on_respawn, .. } => vec![(
6411                "on_respawn".to_string(),
6412                "respawn".to_string(),
6413                on_respawn.as_slice(),
6414            )],
6415            Verb::Bonfire { on_rest, .. } => vec![(
6416                "on_rest".to_string(),
6417                "rest".to_string(),
6418                on_rest.as_slice(),
6419            )],
6420            Verb::BeginStealth { on_caught, .. } => vec![(
6421                "on_caught".to_string(),
6422                "caught".to_string(),
6423                on_caught.as_slice(),
6424            )],
6425            Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
6426                vec![(
6427                    "on_arrive".to_string(),
6428                    "arrive".to_string(),
6429                    on_arrive.as_slice(),
6430                )]
6431            }
6432            _ => Vec::new(),
6433        }
6434    }
6435
6436    /// Every world anchor this effect names **at this node** — the single
6437    /// authority on the anchor-bearing effect surface, the referential sibling of
6438    /// [`Self::nested_effect_lists`]. Each entry is `(json_path_suffix, anchor)`,
6439    /// where the suffix is appended to the effect's own JSON pointer
6440    /// (`anchor`, `to_anchor`, `in/anchor`, `zones/<i>/anchor`, `at/anchor`,
6441    /// `shots/<i>/path/<j>/anchor`, …).
6442    ///
6443    /// Not recursive: pair it with [`Self::visit_deep`] to sweep a whole effect
6444    /// tree. Every consumer that must resolve an anchor — the DSL's `DW0142`
6445    /// reference scan, the compiler's build-time resolution seal (`DW0355`) —
6446    /// goes through here, so a new anchor-bearing variant (or a new anchor field
6447    /// on an existing one) is picked up by all of them at once. That closes the
6448    /// silent-drop class of bug: an anchor-bearing effect whose anchor is typo'd
6449    /// used to emit *nothing* (the emitter's `for … if name == anchor` loop simply
6450    /// found no match) while every shallow validator looked straight past it.
6451    ///
6452    /// # The third element is the SHAPE the site demands
6453    ///
6454    /// A reference is not only a name: `close-gate` fills and clears a region and
6455    /// `bonfire` seats a body, and until spec-0052 those two sat in one match arm
6456    /// with nothing recording the difference. The demand rides with the reference
6457    /// so that a new anchor-bearing variant cannot be added without stating what
6458    /// it does with the anchor — the same reason this is one authority and not
6459    /// three walks.
6460    ///
6461    /// **A demand is stated only where the shape is structurally required**, and
6462    /// the line is drawn where this engine's own `DW0845` already draws it — *a
6463    /// region is not a place to stand*:
6464    ///
6465    /// * [`StationKind::Gate`] where the verb cannot function without a region
6466    ///   that seals and clears: the two gate verbs. A point is not a gate, and
6467    ///   `gate_region_block_any` finds nothing for one.
6468    /// * [`StationKind::Point`] where a **body is put**: a checkpoint seat, a
6469    ///   bonfire, a `move-npc`/`move-actor` destination, a `teleport`
6470    ///   destination. A body cannot stand inside bars.
6471    /// * `None` wherever a reference merely names a **location** — every
6472    ///   anchor-centred volume's centre, every camera field, a `set-block`, a
6473    ///   `play-sound`. A gate region's own corner is a perfectly good answer
6474    ///   there, and refusing it would refuse correct content.
6475    ///
6476    /// That last case is not a gap left for later. An earlier draft of this rule
6477    /// demanded a point at every non-gate site, and the gallery refused to
6478    /// compile: `trigger/east-door-wrong-side` is a `use` trigger sitting on the
6479    /// very `anchor/seam-…` of a barred door so that it can say "the east door
6480    /// does not open from this side". A check that resolves against a smaller
6481    /// world than the campaign has refuses CONTENT, which is the lesson `DW0343`
6482    /// carries three files away.
6483    pub fn anchor_refs(&self) -> Vec<(String, &AnchorId, Option<StationKind>)> {
6484        // Every camera field is a point: a shot flies through cells and looks at
6485        // one.
6486        /// `(suffix, anchor, kind)` for a shot's own anchor-bearing fields, under `base`.
6487        fn shot_refs<'a>(
6488            base: &str,
6489            shot: &'a CameraShot,
6490        ) -> Vec<(String, &'a AnchorId, Option<StationKind>)> {
6491            let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shot
6492                .path
6493                .iter()
6494                .enumerate()
6495                .map(|(j, w)| (format!("{base}path/{j}/anchor"), &w.anchor, None))
6496                .collect();
6497            if let Some(t) = &shot.look_at {
6498                out.push((format!("{base}look_at/anchor"), &t.anchor, None));
6499            }
6500            for (field, subject) in [("subject", &shot.subject), ("subject_b", &shot.subject_b)] {
6501                if let Some(CameraSubject::Anchor(s)) = subject {
6502                    out.push((format!("{base}{field}/anchor"), &s.anchor, None));
6503                }
6504            }
6505            out
6506        }
6507        match &self.verb {
6508            // The two gate verbs address a REGION that seals and clears; the
6509            // three below them seat or write at a cell. They shared an arm until
6510            // the demand had somewhere to be written down.
6511            Verb::OpenGate { anchor, .. } | Verb::CloseGate { anchor, .. } => {
6512                vec![("anchor".to_string(), anchor, Some(StationKind::Gate))]
6513            }
6514            // A checkpoint and a bonfire are **respawn seats** — a body is put
6515            // there, so a region is not one. `set-block` writes a block at a
6516            // cell, which names a location and seats nothing.
6517            Verb::SetCheckpoint { anchor, .. } | Verb::Bonfire { anchor, .. } => {
6518                vec![("anchor".to_string(), anchor, Some(StationKind::Point))]
6519            }
6520            Verb::SetBlock { anchor, .. } => {
6521                vec![("anchor".to_string(), anchor, None)]
6522            }
6523            Verb::MoveNpc { to_anchor, .. } | Verb::MoveActor { to_anchor, .. } => {
6524                vec![("to_anchor".to_string(), to_anchor, Some(StationKind::Point))]
6525            }
6526            // The `in` filter is one capability on three verbs, so it registers
6527            // once: `damage-players` (v0.6) and the v0.10 status-effect pair.
6528            Verb::DamagePlayers {
6529                within: Some(zone), ..
6530            }
6531            | Verb::GiveEffect {
6532                within: Some(zone), ..
6533            }
6534            | Verb::ClearEffect {
6535                within: Some(zone), ..
6536            } => vec![("in/anchor".to_string(), &zone.anchor, None)],
6537            // Both of a `teleport`'s anchors are load-bearing — the source volume
6538            // decides WHAT moves and the destination decides WHERE — so a typo in
6539            // either is a dangling reference (`DW0142`), never a silently
6540            // zero-cell volume or a dropped command.
6541            Verb::Teleport { from, to, .. } => vec![
6542                ("from/anchor".to_string(), &from.anchor, None),
6543                ("to".to_string(), to, Some(StationKind::Point)),
6544            ],
6545            Verb::BeginStealth { zones, .. } => zones
6546                .iter()
6547                .enumerate()
6548                .map(|(i, z)| (format!("zones/{i}/anchor"), &z.anchor, None))
6549                .collect(),
6550            Verb::PlaySound {
6551                at: Some(SoundAt::Anchor { anchor }),
6552                ..
6553            } => vec![("at/anchor".to_string(), anchor, None)],
6554            // spec-0022 trap-payload verbs. Both anchors of a `volley` are
6555            // load-bearing for the coverage proof, so both register here — a
6556            // typo'd `kill_zone` must be a dangling-reference error, never a
6557            // silently zero-cell (and therefore vacuously "covered") volley.
6558            Verb::Volley {
6559                from_anchor,
6560                kill_zone,
6561                ..
6562            } => vec![
6563                ("from_anchor".to_string(), from_anchor, None),
6564                ("kill_zone/anchor".to_string(), &kill_zone.anchor, None),
6565            ],
6566            Verb::Collapse { region_anchor, .. } => {
6567                vec![(
6568                    "region_anchor/anchor".to_string(),
6569                    &region_anchor.anchor,
6570                    None,
6571                )]
6572            }
6573            // The v0.10 region writes: the box's anchor is load-bearing for both
6574            // the emission and the completability model, so a typo'd one must be a
6575            // dangling-reference error (`DW0142`/`DW0355`), never a silently
6576            // unwritten — and therefore vacuously proven — region.
6577            Verb::FillRegion { region, .. } | Verb::ClearRegion { region, .. } => {
6578                vec![("region/anchor".to_string(), &region.anchor, None)]
6579            }
6580            // Both cutscene spellings (`DW0199` polices mixing them): the v0.6
6581            // multi-shot list, or the v0.4 single-shot fields flattened at the
6582            // effect's own level.
6583            Verb::Cutscene {
6584                shots,
6585                path,
6586                look_at,
6587                ..
6588            } => {
6589                let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shots
6590                    .iter()
6591                    .enumerate()
6592                    .flat_map(|(i, s)| shot_refs(&format!("shots/{i}/"), s))
6593                    .collect();
6594                out.extend(
6595                    path.iter()
6596                        .enumerate()
6597                        .map(|(j, w)| (format!("path/{j}/anchor"), &w.anchor, None)),
6598                );
6599                if let Some(t) = look_at {
6600                    out.push(("look_at/anchor".to_string(), &t.anchor, None));
6601                }
6602                out
6603            }
6604            _ => Vec::new(),
6605        }
6606    }
6607
6608    /// The `cutscene` camera subject if this is a single-shot `cutscene` carrying
6609    /// the v0.6 `look_at` field.
6610    pub fn cutscene_look_at(&self) -> Option<&CameraTarget> {
6611        match &self.verb {
6612            Verb::Cutscene { look_at, .. } => look_at.as_ref(),
6613            _ => None,
6614        }
6615    }
6616
6617    /// `true` if this is a `cutscene` written in the v0.6 multi-shot form
6618    ///.
6619    pub fn cutscene_multi_shot(&self) -> bool {
6620        matches!(&self.verb, Verb::Cutscene { shots, .. } if !shots.is_empty())
6621    }
6622
6623    /// The normalized shot list of a `cutscene`, whichever spelling was used: the
6624    /// v0.6 `shots` list as-is, or the v0.4 `path`/`seconds`/`look_at` fields as a
6625    /// single shot. `None` for a non-cutscene effect; an empty list for a cutscene
6626    /// whose shape is invalid (`DW0199` reports that).
6627    pub fn cutscene_shots(&self) -> Option<Vec<CameraShot>> {
6628        match &self.verb {
6629            Verb::Cutscene {
6630                shots,
6631                path,
6632                seconds,
6633                look_at,
6634                ..
6635            } => {
6636                if !shots.is_empty() {
6637                    return Some(shots.clone());
6638                }
6639                match seconds {
6640                    Some(secs) => Some(vec![CameraShot {
6641                        path: path.clone(),
6642                        seconds: Some(*secs),
6643                        look_at: look_at.clone(),
6644                        shot_style: None,
6645                        subject: None,
6646                        subject_b: None,
6647                        dist: None,
6648                        degrees: None,
6649                        bearing: None,
6650                    }]),
6651                    None => Some(Vec::new()),
6652                }
6653            }
6654            _ => None,
6655        }
6656    }
6657
6658    /// `true` if this is a `narrate` carrying the `art` style (glyph-checked
6659    /// `DW0328`).
6660    pub fn narrate_art(&self) -> bool {
6661        matches!(
6662            &self.verb,
6663            Verb::Narrate {
6664                style: Some(NarrateStyle::Art),
6665                ..
6666            }
6667        )
6668    }
6669
6670    /// The `narrate` line's text if this is a `narrate` with the `art` style.
6671    pub fn narrate_art_text(&self) -> Option<&str> {
6672        match &self.verb {
6673            Verb::Narrate {
6674                text,
6675                style: Some(NarrateStyle::Art),
6676                ..
6677            } => Some(text.as_str()),
6678            _ => None,
6679        }
6680    }
6681
6682    /// The `narrate` line's style and text if this is a `narrate` rendered **on
6683    /// screen** — `title`, `subtitle` or `art` — rather than in chat. These are the
6684    /// styles vanilla draws centred and unwrapped, so their rendered width is
6685    /// length-checked against the screen (`DW0330`); `chat` scrolls and wraps, so it
6686    /// is exempt.
6687    pub fn narrate_on_screen(&self) -> Option<(NarrateStyle, &str)> {
6688        match &self.verb {
6689            Verb::Narrate {
6690                text,
6691                style: Some(s),
6692                ..
6693            } if matches!(
6694                s,
6695                NarrateStyle::Title | NarrateStyle::Subtitle | NarrateStyle::Art
6696            ) =>
6697            {
6698                Some((*s, text.as_str()))
6699            }
6700            _ => None,
6701        }
6702    }
6703
6704    /// Every vanilla sound-event id this effect references, for registry
6705    /// validation (`DW0326`): a `play-sound`'s `sound`, and a `narrate`'s optional
6706    /// `sound`. Returns `(subpath, id)` pairs where `subpath` locates the field
6707    /// within the effect (e.g. `sound`).
6708    pub fn sound_refs(&self) -> Vec<(&'static str, &str)> {
6709        match &self.verb {
6710            Verb::PlaySound { sound, .. } => vec![("sound", sound.as_str())],
6711            Verb::Narrate { sound: Some(s), .. } => vec![("sound", s.as_str())],
6712            _ => Vec::new(),
6713        }
6714    }
6715
6716    /// The `play-sound` `at: actor` id, if this effect is a `play-sound`
6717    /// targeting an actor (rejected `DW0335`).
6718    pub fn play_sound_actor(&self) -> Option<&str> {
6719        match &self.verb {
6720            Verb::PlaySound {
6721                at: Some(SoundAt::Actor { actor }),
6722                ..
6723            } => Some(actor.as_str()),
6724            _ => None,
6725        }
6726    }
6727
6728    /// The per-effect flag gate: flags that must ALL be set (per party) for this
6729    /// effect to fire. Empty for an ungated effect. Read off the one [`Guard`], so
6730    /// **every** verb answers it — the staging and souls vocabulary included.
6731    pub fn requires_flags(&self) -> &[FlagId] {
6732        self.when.as_ref().map_or(&[][..], |g| &g.requires_flags)
6733    }
6734
6735    /// The per-effect **negative** flag gate: flags whose being set suppresses this
6736    /// effect — the dual of [`QuestEffect::requires_flags`], on the same guard.
6737    pub fn forbids_flags(&self) -> &[FlagId] {
6738        self.when.as_ref().map_or(&[][..], |g| &g.forbids_flags)
6739    }
6740
6741    /// The numeric gate terms (spec-0031) — the third axis of the same guard, so
6742    /// "which verbs are gatable" has exactly one answer.
6743    pub fn requires_state(&self) -> &[StateCompare] {
6744        self.when.as_ref().map_or(&[][..], |g| &g.requires_state)
6745    }
6746
6747    /// The datum this effect writes and how, if it is one of the DSL v0.10 state
6748    /// verbs (`set-state` / `add-state` / `clear-state`).
6749    pub fn writes_state(&self) -> Option<(&StateId, StateWrite)> {
6750        match &self.verb {
6751            Verb::SetState { state, value, .. } => Some((state, StateWrite::Set(*value))),
6752            Verb::AddState { state, amount, .. } => Some((state, StateWrite::Add(*amount))),
6753            Verb::ClearState { state, .. } => Some((state, StateWrite::Clear)),
6754            _ => None,
6755        }
6756    }
6757
6758    /// The `on_arrive` bundle if this is a `move-npc` carrying one (DSL v0.6;
6759    /// parity with `move-actor`). `None` for a bare `move-npc` and every other
6760    /// effect.
6761    pub fn move_npc_on_arrive(&self) -> Option<&[QuestEffect]> {
6762        match &self.verb {
6763            Verb::MoveNpc { on_arrive, .. } if !on_arrive.is_empty() => Some(on_arrive.as_slice()),
6764            _ => None,
6765        }
6766    }
6767
6768    /// The actor id this effect targets, if it is one of the actor staging effects
6769    /// (`spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`). `sequence` has
6770    /// no single actor (its nested effects each carry their own).
6771    pub fn actor_ref(&self) -> Option<&ActorId> {
6772        match &self.verb {
6773            Verb::SpawnActor { actor, .. }
6774            | Verb::DespawnActor { actor, .. }
6775            | Verb::MoveActor { actor, .. }
6776            | Verb::UnleashActor { actor, .. } => Some(actor),
6777            _ => None,
6778        }
6779    }
6780
6781    /// Every vanilla **status-effect** id this effect names, for registry
6782    /// validation (`DW0192`) — the sibling of [`Self::sound_refs`] and the single
6783    /// authority on the status-effect-bearing verb surface. `(subpath, id)`
6784    /// pairs; empty for a `clear-effect` that names none (which clears all).
6785    pub fn status_effect_refs(&self) -> Vec<(&'static str, &str)> {
6786        match &self.verb {
6787            Verb::GiveEffect { effect, .. } => vec![("effect", effect.as_str())],
6788            Verb::ClearEffect {
6789                effect: Some(e), ..
6790            } => vec![("effect", e.as_str())],
6791            _ => Vec::new(),
6792        }
6793    }
6794
6795    /// `(effect, seconds, amplifier, hide_particles, in)` if this is a
6796    /// `give-effect` (DSL v0.10), with the documented defaults already applied.
6797    pub fn give_effect(&self) -> Option<(&str, u32, u32, bool, Option<&StealthZone>)> {
6798        match &self.verb {
6799            Verb::GiveEffect {
6800                effect,
6801                seconds,
6802                amplifier,
6803                hide_particles,
6804                within,
6805                ..
6806            } => Some((
6807                effect.as_str(),
6808                *seconds,
6809                amplifier.unwrap_or(0),
6810                hide_particles.unwrap_or(false),
6811                within.as_ref(),
6812            )),
6813            _ => None,
6814        }
6815    }
6816
6817    /// `(effect, in)` if this is a `clear-effect` (DSL v0.10). The effect is
6818    /// `None` for the clear-everything form, exactly as vanilla spells it.
6819    pub fn clear_effect(&self) -> Option<(Option<&str>, Option<&StealthZone>)> {
6820        match &self.verb {
6821            Verb::ClearEffect { effect, within, .. } => Some((effect.as_deref(), within.as_ref())),
6822            _ => None,
6823        }
6824    }
6825
6826    /// `(from, to)` if this is a `teleport` (DSL v0.10): the source volume and
6827    /// the destination anchor.
6828    pub fn teleport(&self) -> Option<(&StealthZone, &AnchorId)> {
6829        match &self.verb {
6830            Verb::Teleport { from, to, .. } => Some((from, to)),
6831            _ => None,
6832        }
6833    }
6834}
6835
6836// ---------------------------------------------------------------------------
6837// Stage 7 — world-edits (the map editor edit script, DSL v0.6, spec-0017)
6838// ---------------------------------------------------------------------------
6839
6840/// Stage 7 payload (optional; DSL v0.6, spec-0017): the map-editor edit script.
6841///
6842/// The artifact of record for L3 world detailing: an ordered list of edit
6843/// batches the compiler replays deterministically **after** world assembly.
6844/// The world files are never truth — same DSL + same edits + same seed →
6845/// byte-identical world (ADR-0006). A campaign without a `world-edits.json`
6846/// builds byte-identically to one from before this stage existed.
6847#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6848#[serde(deny_unknown_fields)]
6849pub struct WorldEditsContent {
6850    /// Ordered edit batches, replayed in order. After every batch the post-edit
6851    /// invariants re-prove (walkability, sealing + relight, boundary safety),
6852    /// so each batch is a valid, snapshot-reviewable world state.
6853    pub batches: Vec<EditBatch>,
6854}
6855
6856/// One edit batch: an ordered group of edit verbs applied to a single area,
6857/// checked and snapshot-rendered as a unit.
6858#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6859#[serde(deny_unknown_fields)]
6860pub struct EditBatch {
6861    /// Batch id (`batch/<kebab>`), unique in the script. Also the batch's
6862    /// snapshot name and seed-stream label — renaming a batch deliberately
6863    /// reseeds its noise.
6864    pub id: EditBatchId,
6865    /// The stage-1 area this batch edits. Frames and regions resolve against
6866    /// this area's placed pieces and anchors.
6867    pub area: AreaId,
6868    /// Authoring context (why this batch exists). Machine-ignored; **excluded**
6869    /// from l10n like `theme`/`premise`.
6870    #[serde(default, skip_serializing_if = "Option::is_none")]
6871    pub note: Option<String>,
6872    /// Ordered edit verbs. `select` defines named regions; later verbs in the
6873    /// same batch refer back to them (strictly backward, like every DSL ref).
6874    pub edits: Vec<WorldEdit>,
6875}
6876
6877/// One edit verb (spec-0017 L3). Every verb operates on named regions and every
6878/// seeded verb derives its noise stream from the campaign seed + its script
6879/// position (`edits/<batch>/<index>`) — no wall clock, no unseeded RNG.
6880#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6881#[serde(tag = "verb", rename_all = "kebab-case", deny_unknown_fields)]
6882pub enum WorldEdit {
6883    /// Define a named region (`region/<kebab>`) for later verbs in this batch.
6884    Select {
6885        /// The region name being defined (unique within the batch).
6886        name: RegionId,
6887        /// The region's shape (box, surface band, palette match, or a
6888        /// composition of earlier regions).
6889        shape: RegionShape,
6890    },
6891    /// Fill every cell of a region from a seeded palette recipe (value-noise
6892    /// keyed, so picks cluster into patches — never a uniform fill).
6893    Fill {
6894        /// The region (an earlier `select` in this batch) to fill.
6895        region: RegionId,
6896        /// The palette recipe to fill with.
6897        recipe: PaletteRecipe,
6898    },
6899    /// Like `fill`, but only rewrites cells whose current block matches one of
6900    /// `matching` (base ids; blockstate suffixes are ignored when matching).
6901    Replace {
6902        /// The region (an earlier `select` in this batch) to edit.
6903        region: RegionId,
6904        /// Base block ids to rewrite (e.g. `["minecraft:stone"]`).
6905        matching: Vec<String>,
6906        /// The palette recipe to rewrite them with.
6907        recipe: PaletteRecipe,
6908    },
6909    /// Clear a region to air. Sealing-aware: the carved region re-enters the
6910    /// sealing + relight passes and every walkability invariant re-proves.
6911    Carve {
6912        /// The region (an earlier `select` in this batch) to clear.
6913        region: RegionId,
6914    },
6915    /// Reshape terrain surface within a region (raise / lower / smooth).
6916    Morph {
6917        /// The region (an earlier `select` in this batch) whose columns to
6918        /// reshape. The region defines the footprint and where each column's
6919        /// surface is read (the highest occupied cell in the region's y-range);
6920        /// `raise`/`smooth` may add cells above the region's top — reshaping
6921        /// upward is the point — while removal only touches region cells.
6922        region: RegionId,
6923        /// The surface operation.
6924        op: MorphOp,
6925    },
6926    /// Seeded dressing scatter (spec-0017): drop weighted single-block
6927    /// dressing (flora, rocks, props) onto standable cells of a region —
6928    /// air cells with an occupied cell directly below — honoring keep-clear
6929    /// envelopes (`avoid`). Per-cell white-noise density gate (dressing wants
6930    /// speckle, not the fill verbs' clustered patches), deterministic from the
6931    /// campaign seed + script position.
6932    Scatter {
6933        /// The region (an earlier `select` in this batch) to dress.
6934        region: RegionId,
6935        /// Weighted dressing blocks (blockstate suffixes allowed).
6936        items: Vec<PaletteBlock>,
6937        /// Per-candidate placement probability in `(0, 1]`.
6938        density: f64,
6939        /// Keep-clear envelopes: earlier regions whose cells (and columns —
6940        /// matched by `(x, z)`) never receive dressing.
6941        #[serde(default, skip_serializing_if = "Vec::is_empty")]
6942        avoid: Vec<RegionId>,
6943        /// Optional minimum spacing: when set, candidates are taken in
6944        /// descending noise order and one is rejected while another accepted
6945        /// candidate is closer than this on **both** horizontal axes (the
6946        /// generators' spread rule).
6947        #[serde(default, skip_serializing_if = "Option::is_none")]
6948        spacing: Option<u32>,
6949        /// Optional cap on how many items are placed (highest-noise first).
6950        #[serde(default, skip_serializing_if = "Option::is_none")]
6951        limit: Option<u32>,
6952    },
6953    /// Structural flora (spec-0017): plant hand-shaped trees via the
6954    /// lean-or-grow canopy rules — a canopy that would reach a
6955    /// keep-clear (`avoid`) column first leans one block away from it; if that
6956    /// still covers the corridor the tree grows tall instead, arching its
6957    /// whole canopy 3 blocks above the trunk's floor. No leaf is ever sliced.
6958    Plant {
6959        /// The region (an earlier `select` in this batch) to plant in. Trunk
6960        /// cells are standable region cells (air over an occupied cell).
6961        region: RegionId,
6962        /// The tree species (canopy shape rules are per-species).
6963        tree: TreeKind,
6964        /// How many trees to plant (≥ 1; highest-noise candidates first).
6965        count: u32,
6966        /// Keep-clear envelopes: trunks never stand in these columns and
6967        /// canopies lean/grow to clear them.
6968        #[serde(default, skip_serializing_if = "Vec::is_empty")]
6969        avoid: Vec<RegionId>,
6970        /// Minimum trunk spacing (reject when closer on BOTH axes; default 4).
6971        #[serde(default, skip_serializing_if = "Option::is_none")]
6972        spacing: Option<u32>,
6973    },
6974    /// Stamp a prefab fragment (spec-0017): copy a library prefab's
6975    /// non-air cells into the world at a frame-resolved position. The fragment
6976    /// is a first-class library prefab — its provenance/license metadata is
6977    /// recorded and validated exactly like any placed prefab (ADR-0013);
6978    /// nothing outside the library can be stamped.
6979    Fragment {
6980        /// The library prefab to stamp.
6981        prefab: PrefabId,
6982        /// The frame `at` resolves in.
6983        frame: EditFrame,
6984        /// Where the fragment's local `(0, 0, 0)` lands (frame coordinates).
6985        at: [i32; 3],
6986        /// Placement rotation (default `none`), the same quarter-turn set as
6987        /// `/place template`.
6988        #[serde(default, skip_serializing_if = "Option::is_none")]
6989        rotation: Option<FragmentRotation>,
6990    },
6991    /// Explicit region relight (spec-0017, spec-0010 machinery): run the
6992    /// deterministic fixture-placement pass over ONE region and bake the
6993    /// resulting fixtures into the edit script's writes — authorial control of
6994    /// where fixtures land, instead of the whole-area pass's greedy siting.
6995    /// (The whole-area relight still re-proves after every batch either way.)
6996    Relight {
6997        /// The region (an earlier `select` in this batch) to relight: its
6998        /// reachable walkable cells are brought to `min_light`.
6999        region: RegionId,
7000        /// Fixture override; default = the area's declared `lighting.fixture`.
7001        #[serde(default, skip_serializing_if = "Option::is_none")]
7002        fixture: Option<Fixture>,
7003        /// Target light override (1..=14); default = the area's declared
7004        /// `lighting.min_light`. Required (with `fixture`) when the area
7005        /// declares no `lighting`.
7006        #[serde(default, skip_serializing_if = "Option::is_none")]
7007        min_light: Option<u8>,
7008    },
7009    /// L2 massing (spec-0017): replace a placed piece with another
7010    /// library prefab that re-mates every currently-mated socket at its exact
7011    /// world pose (any rotation; overlap-checked). Applied at **plan** time —
7012    /// the whole downstream ladder (anchors, gate reachability, assembly,
7013    /// relight, nav, L3 detailing) re-runs over the massaged layout. Massing
7014    /// verbs live in massing-only batches, ordered before every detailing
7015    /// batch.
7016    SwapPiece {
7017        /// The piece's placement index in its area's solved layout (0-based,
7018        /// entry first).
7019        piece: u32,
7020        /// The prefab the indexed piece must currently be (drift guard).
7021        prefab: PrefabId,
7022        /// The library prefab to swap in.
7023        with: PrefabId,
7024    },
7025    /// L2 massing (spec-0017): attach a new piece at a specific **open**
7026    /// (unmated) socket of an existing piece — the targeted form of the
7027    /// solver's frontier attach. The socket opens (its seal becomes a
7028    /// passage); the new piece's other sockets seal.
7029    InsertPiece {
7030        /// The host piece's placement index.
7031        at_piece: u32,
7032        /// The prefab the host piece must currently be (drift guard).
7033        prefab: PrefabId,
7034        /// The host's connector index (prefab metadata `connectors` order).
7035        socket: u32,
7036        /// The library prefab to attach.
7037        insert: PrefabId,
7038    },
7039    /// L2 massing (spec-0017): remove a **leaf** piece (exactly one
7040    /// mated socket; never the entry piece). The neighbour's socket unmates
7041    /// and re-seals. Removal shifts later placement indices — order removals
7042    /// before other index-referencing massing verbs.
7043    RemovePiece {
7044        /// The piece's placement index.
7045        piece: u32,
7046        /// The prefab the indexed piece must currently be (drift guard).
7047        prefab: PrefabId,
7048    },
7049    /// L2 massing (spec-0017): override one socket's seal — `open`
7050    /// clears the opening to a passage, `sealed` walls it up — independent of
7051    /// its mated state (sealing a mated doorway makes a wall between joined
7052    /// pieces; opening an unmated exterior socket exposes the outside, which
7053    /// the boundary-safety proof then judges).
7054    RewireSocket {
7055        /// The piece's placement index.
7056        piece: u32,
7057        /// The prefab the indexed piece must currently be (drift guard).
7058        prefab: PrefabId,
7059        /// The connector index (prefab metadata `connectors` order).
7060        socket: u32,
7061        /// The socket's new state.
7062        state: SocketState,
7063    },
7064    /// L2 massing (spec-0017): re-pick this piece from its area pool's
7065    /// compatible members (weighted, seeded from the campaign seed + this
7066    /// verb's script position — moving the verb deliberately re-rolls). The
7067    /// current prefab is excluded, so a reseed always changes the piece or
7068    /// errors loudly.
7069    ReseedPiece {
7070        /// The piece's placement index.
7071        piece: u32,
7072        /// The prefab the indexed piece must currently be (drift guard).
7073        prefab: PrefabId,
7074    },
7075}
7076
7077/// A socket seal state for `rewire-socket` (spec-0017).
7078#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
7079#[serde(rename_all = "kebab-case")]
7080pub enum SocketState {
7081    /// The opening is cleared to a passage.
7082    Open,
7083    /// The opening is walled up.
7084    Sealed,
7085}
7086
7087/// A tree species for the `plant` verb (spec-0017). One species per
7088/// canopy-rule implementation; the shipped rule set is the lean-or-grow oak.
7089#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
7090#[serde(rename_all = "kebab-case")]
7091pub enum TreeKind {
7092    /// Small hand-shaped oak (3–4 logs, 5-wide leaf ball) with the
7093    /// lean-or-grow corridor rules.
7094    Oak,
7095}
7096
7097/// A `fragment` stamp rotation (spec-0017) — the `/place template`
7098/// quarter-turn set.
7099#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
7100#[serde(rename_all = "kebab-case")]
7101pub enum FragmentRotation {
7102    /// No rotation.
7103    None,
7104    /// 90° clockwise.
7105    Clockwise90,
7106    /// 180°.
7107    Clockwise180,
7108    /// 90° counterclockwise.
7109    Counterclockwise90,
7110}
7111
7112/// A `select` verb's shape (spec-0017): primitive shapes resolve in a declared
7113/// frame; compositions combine earlier regions of the same batch.
7114#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7115#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
7116pub enum RegionShape {
7117    /// An inclusive axis-aligned box, `min`/`max` in the declared frame.
7118    Box {
7119        /// The coordinate frame `min`/`max` resolve in.
7120        frame: EditFrame,
7121        /// Inclusive minimum corner (frame coordinates).
7122        min: [i32; 3],
7123        /// Inclusive maximum corner (frame coordinates; each axis ≥ `min`).
7124        max: [i32; 3],
7125    },
7126    /// The band of cells at `from..=to` blocks relative to each column's
7127    /// terrain surface (the highest non-air cell of the column) within an
7128    /// earlier region. `from: 1, to: 3` is the 3 cells of air-space above the
7129    /// surface; `from: 0, to: 0` is the surface cells themselves; negative
7130    /// offsets reach below the surface.
7131    SurfaceBand {
7132        /// The earlier region whose columns are scanned.
7133        over: RegionId,
7134        /// Inclusive band start, relative to each column's surface y.
7135        from: i32,
7136        /// Inclusive band end (≥ `from`), relative to each column's surface y.
7137        to: i32,
7138    },
7139    /// The cells of an earlier region whose current block matches one of
7140    /// `blocks` (base ids; blockstate suffixes ignored when matching).
7141    PaletteMatch {
7142        /// The earlier region to filter.
7143        within: RegionId,
7144        /// Base block ids to match (e.g. `["minecraft:grass_block"]`).
7145        blocks: Vec<String>,
7146    },
7147    /// The union of earlier regions.
7148    Union {
7149        /// The earlier regions to unite (≥ 2).
7150        of: Vec<RegionId>,
7151    },
7152    /// The intersection of earlier regions.
7153    Intersect {
7154        /// The earlier regions to intersect (≥ 2).
7155        of: Vec<RegionId>,
7156    },
7157    /// An earlier region minus other earlier regions.
7158    Subtract {
7159        /// The earlier region to start from.
7160        base: RegionId,
7161        /// The earlier regions to remove from it (≥ 1).
7162        remove: Vec<RegionId>,
7163    },
7164}
7165
7166/// The coordinate frame a primitive [`RegionShape`] resolves in (spec-0017):
7167/// piece-local or anchor-relative — never raw world coordinates, so an edit
7168/// script survives a layout's world placement moving.
7169#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7170#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
7171pub enum EditFrame {
7172    /// The local frame of a placed piece of the batch's area: `[0, 0, 0]` is
7173    /// the piece's structure origin, axes as authored (the compiler applies
7174    /// the piece's placed rotation).
7175    PieceLocal {
7176        /// The piece's placement index in the area's solved layout (0-based,
7177        /// entry piece first — the order `delvec snapshot`'s manifest lists).
7178        piece: u32,
7179        /// The prefab the indexed piece must be (a drift guard: if a re-solve
7180        /// changed the layout, the mismatch is a loud compile error, never a
7181        /// silently misplaced edit).
7182        prefab: PrefabId,
7183    },
7184    /// Relative to a resolved anchor of the batch's area: `[0, 0, 0]` is the
7185    /// anchor cell, axes world-aligned.
7186    AnchorRelative {
7187        /// The anchor (prefab metadata, resolved by the compiler).
7188        anchor: AnchorId,
7189    },
7190}
7191
7192/// A surface operation for the `morph` verb (spec-0017).
7193#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7194#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
7195pub enum MorphOp {
7196    /// Raise each column's surface by up to `by` blocks, drawing the added
7197    /// cells from `recipe` (value-noise keyed per cell, so a raised band reads
7198    /// as natural strata, not an extruded slab).
7199    Raise {
7200        /// How many blocks to raise each column (≥ 1).
7201        by: u32,
7202        /// The palette recipe for the added cells.
7203        recipe: PaletteRecipe,
7204    },
7205    /// Lower each column's surface by up to `by` blocks (carving the topmost
7206    /// solid cells to air).
7207    Lower {
7208        /// How many blocks to lower each column (≥ 1).
7209        by: u32,
7210    },
7211    /// Relax each column's surface toward the mean of its cardinal neighbours
7212    /// (one block per pass), turning steps into slopes. Added cells draw from
7213    /// `recipe`; removed cells carve to air. Deterministic double-buffered
7214    /// passes in fixed scan order.
7215    Smooth {
7216        /// Relaxation passes (≥ 1).
7217        passes: u32,
7218        /// The palette recipe for cells a pass adds.
7219        recipe: PaletteRecipe,
7220    },
7221}
7222
7223/// A seeded palette recipe (spec-0017): weighted blocks picked per cell by a
7224/// smooth value-noise sample, the island/cave generators' proven primitive —
7225/// picks cluster into strata/patches instead of per-cell speckle, and a
7226/// single-entry recipe is the degenerate (discouraged) uniform case.
7227#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7228#[serde(deny_unknown_fields)]
7229pub struct PaletteRecipe {
7230    /// Weighted palette entries (≥ 1; ≥ 2 for any visible surface).
7231    pub blocks: Vec<PaletteBlock>,
7232    /// Noise frequency in blocks⁻¹ (default `0.35` — patches a few blocks
7233    /// across). Larger = smaller patches. Must be finite and > 0.
7234    #[serde(default, skip_serializing_if = "Option::is_none")]
7235    pub scale: Option<f64>,
7236}
7237
7238/// One weighted entry of a [`PaletteRecipe`].
7239#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
7240#[serde(deny_unknown_fields)]
7241pub struct PaletteBlock {
7242    /// Vanilla block id (validated against the pinned 1.21.11 registry), with
7243    /// an optional verbatim blockstate suffix (`minecraft:oak_leaves[persistent=true]`).
7244    pub block: String,
7245    /// Relative weight (finite, > 0).
7246    pub weight: f64,
7247}
7248
7249/// Where in the campaign one effect sits — the attribution every per-branch
7250/// proof and the branch chronicle need (spec-0025).
7251#[derive(Clone, Debug, PartialEq, Eq)]
7252pub enum EffectSite {
7253    /// A quest's `on_objective_complete[<objective>]` bundle.
7254    Objective {
7255        /// The owning quest.
7256        quest: String,
7257        /// The objective whose completion fires the bundle.
7258        objective: String,
7259    },
7260    /// A quest's `on_complete` bundle.
7261    QuestComplete {
7262        /// The owning quest.
7263        quest: String,
7264    },
7265    /// An environment trigger's `effects` bundle — ambient, no DAG position.
7266    Trigger {
7267        /// The trigger id.
7268        trigger: String,
7269    },
7270    /// A trap's spec-0022 `payload` bundle — ambient, no DAG position.
7271    Trap {
7272        /// The trap id.
7273        trap: String,
7274    },
7275    /// A **dialogue option's** `set-checkpoint` `on_respawn` bundle — ambient, no
7276    /// DAG position, and the only site that does not live in the quests stage.
7277    ///
7278    /// This variant did not exist until the effect-root sweep, and its absence was
7279    /// load-bearing: `EffectSite` had no way to *represent* a dialogue-hosted
7280    /// bundle, so the four proofs that walk [`for_each_campaign_effect`]
7281    /// (`combat::actor_beats`, `validate::difficulty_checks`,
7282    /// `daylight::fightable_actor`, `nav::actor_fights`) could not have seen root 5
7283    /// even if their authors had thought of it. Widening the type is what let the
7284    /// walk widen.
7285    DialogueRespawn {
7286        /// The NPC whose dialogue tree hosts the option.
7287        npc: String,
7288        /// The node the option sits under.
7289        node: String,
7290    },
7291    /// A `shortcuts[].on_unlock` bundle (spec-0016 §2) — ambient, no DAG
7292    /// position, and the sixth root: representable here only since spec-0031, for
7293    /// exactly the reason [`EffectSite::DialogueRespawn`] records above.
7294    ShortcutUnlock {
7295        /// The shortcut id.
7296        shortcut: String,
7297    },
7298    /// A `shops[].offers[].effects` bundle (DSL v0.10, spec-0032) — ambient, no
7299    /// DAG position: nobody is forced to buy anything.
7300    ShopOffer {
7301        /// The shop id.
7302        shop: String,
7303        /// The offer's index within that shop, which is also its button order.
7304        offer: usize,
7305    },
7306    /// The campaign's `on_death` bundle (spec-0031) — ambient, no DAG position,
7307    /// and no owning object: there is one per campaign.
7308    OnDeath,
7309}
7310
7311impl EffectSite {
7312    /// The quest this site belongs to, if it has a DAG position at all.
7313    ///
7314    /// **This `Option` is the capability, and it is on the enum rather than on the
7315    /// variants that happen to have a quest.** Only two of the eight sites name a
7316    /// quest, because only two of the eight roots HAVE a DAG position: an ambient
7317    /// root — a trigger, a trap payload, a dialogue `on_respawn`, a shortcut's
7318    /// `on_unlock`, the campaign's `on_death`, a shop offer — fires at a moment no
7319    /// static model can order, and inventing a quest for one would be exactly the
7320    /// over-attribution the completability model must not make. Asking the question
7321    /// of every variant and getting an honest `None` is the lift;
7322    /// `tools/check-capability-ownership.py` check D asked for it while the field
7323    /// was still cross-cutting, and spec-0032's eighth site took it below that
7324    /// threshold, so the reasoning lives here now rather than in an exemption.
7325    pub fn quest(&self) -> Option<&str> {
7326        match self {
7327            EffectSite::Objective { quest, .. } | EffectSite::QuestComplete { quest } => {
7328                Some(quest)
7329            }
7330            EffectSite::Trigger { .. }
7331            | EffectSite::Trap { .. }
7332            | EffectSite::DialogueRespawn { .. }
7333            | EffectSite::ShortcutUnlock { .. }
7334            | EffectSite::ShopOffer { .. }
7335            | EffectSite::OnDeath => None,
7336        }
7337    }
7338}
7339
7340/// Visit **every** effect the compiler can lower — at every one of the five
7341/// effect roots, top-level and transitively nested — in a fixed deterministic
7342/// order, invoking `f(json_pointer, site, effect)`.
7343///
7344/// The roots come from [`crate::effects::for_each_effect_root`], the single
7345/// enumeration; nesting is descended through the single
7346/// [`QuestEffect::nested_effect_lists_labeled`] authority. Neither axis is
7347/// enumerated here, which is the point: this walk used to hand-list four of the
7348/// five roots (it had no `EffectSite` variant for the fifth), so every proof
7349/// defined in terms of it inherited that blind spot.
7350pub fn for_each_campaign_effect<'a>(
7351    c: &'a crate::envelope::Campaign,
7352    f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
7353) {
7354    crate::effects::for_each_effect_root(c, &mut |root, list| {
7355        let site = match root.owner {
7356            crate::effects::EffectRootOwner::ObjectiveComplete { quest, objective } => {
7357                EffectSite::Objective {
7358                    quest: quest.id.as_str().to_string(),
7359                    objective: objective.to_string(),
7360                }
7361            }
7362            crate::effects::EffectRootOwner::QuestComplete { quest } => EffectSite::QuestComplete {
7363                quest: quest.id.as_str().to_string(),
7364            },
7365            crate::effects::EffectRootOwner::Trigger(t) => EffectSite::Trigger {
7366                trigger: t.id.as_str().to_string(),
7367            },
7368            crate::effects::EffectRootOwner::TrapPayload(t) => EffectSite::Trap {
7369                trap: t.id.as_str().to_string(),
7370            },
7371            crate::effects::EffectRootOwner::DialogueRespawn => {
7372                // The npc and node are in the root's path; parse them back rather
7373                // than widening the root walk's owner for one consumer.
7374                let seg = |n: usize| -> String {
7375                    root.path.split('/').nth(n).unwrap_or_default().to_string()
7376                };
7377                EffectSite::DialogueRespawn {
7378                    npc: seg(3),
7379                    node: seg(5),
7380                }
7381            }
7382            crate::effects::EffectRootOwner::ShortcutUnlock(s) => EffectSite::ShortcutUnlock {
7383                shortcut: s.id.as_str().to_string(),
7384            },
7385            crate::effects::EffectRootOwner::OnDeath => EffectSite::OnDeath,
7386            crate::effects::EffectRootOwner::ShopOffer(h) => EffectSite::ShopOffer {
7387                shop: h.id.as_str().to_string(),
7388                // The offer index is in the root's path (`…/offers/<i>/effects`),
7389                // parsed back rather than widening the owner for one consumer —
7390                // the same call the dialogue arm above makes.
7391                offer: root
7392                    .path
7393                    .split('/')
7394                    .nth(4)
7395                    .and_then(|n| n.parse().ok())
7396                    .unwrap_or(0),
7397            },
7398        };
7399        for (i, eff) in list.iter().enumerate() {
7400            campaign_effect_deep(eff, &format!("{}/{i}", root.path), &site, f);
7401        }
7402    });
7403}
7404
7405fn campaign_effect_deep<'a>(
7406    eff: &'a QuestEffect,
7407    path: &str,
7408    site: &EffectSite,
7409    f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
7410) {
7411    f(path, site, eff);
7412    for (pseg, _kseg, list) in eff.nested_effect_lists_labeled() {
7413        for (j, inner) in list.iter().enumerate() {
7414            campaign_effect_deep(inner, &format!("{path}/{pseg}/{j}"), site, f);
7415        }
7416    }
7417}
7418
7419// ---------------------------------------------------------------------------
7420// The spine authority (`QuestPlanContent::spine`)
7421// ---------------------------------------------------------------------------
7422
7423#[cfg(test)]
7424mod spine_tests {
7425    use super::QuestPlanContent;
7426
7427    /// Build a plan from `(id, deps)` pairs plus a finale. JSON rather than a
7428    /// struct literal on purpose: a field added to `PlannedQuest` later must not
7429    /// red these tests for a reason that has nothing to do with the spine.
7430    fn plan(finale: &str, quests: &[(&str, &[&str])]) -> QuestPlanContent {
7431        let quests: Vec<serde_json::Value> = quests
7432            .iter()
7433            .map(|(id, deps)| {
7434                serde_json::json!({
7435                    "id": id,
7436                    "goal": "g",
7437                    "area": "area/keep",
7438                    "npcs": [],
7439                    "depends_on": deps,
7440                    "mandatory": true,
7441                    "act": 1,
7442                })
7443            })
7444            .collect();
7445        serde_json::from_value(serde_json::json!({
7446            "finale": finale,
7447            "quests": quests,
7448        }))
7449        .expect("plan fixture parses")
7450    }
7451
7452    fn sorted(p: &QuestPlanContent) -> Vec<String> {
7453        p.spine().into_iter().map(str::to_owned).collect()
7454    }
7455
7456    #[test]
7457    fn a_chain_is_wholly_spine() {
7458        let p = plan(
7459            "quest/c",
7460            &[
7461                ("quest/a", &[]),
7462                ("quest/b", &["quest/a"]),
7463                ("quest/c", &["quest/b"]),
7464            ],
7465        );
7466        assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c"]);
7467    }
7468
7469    #[test]
7470    fn a_quest_the_finale_does_not_depend_on_is_off_the_spine() {
7471        // Exactly the `DW0132` shape: the plan does not converge, and the spine
7472        // is the half that does. The authority answers, it does not refuse — the
7473        // refusal is `validate`'s, built on this answer.
7474        let p = plan("quest/end", &[("quest/end", &[]), ("quest/side-trip", &[])]);
7475        assert_eq!(sorted(&p), ["quest/end"]);
7476    }
7477
7478    #[test]
7479    fn a_diamond_counts_the_join_once() {
7480        let p = plan(
7481            "quest/d",
7482            &[
7483                ("quest/a", &[]),
7484                ("quest/b", &["quest/a"]),
7485                ("quest/c", &["quest/a"]),
7486                ("quest/d", &["quest/b", "quest/c"]),
7487            ],
7488        );
7489        assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c", "quest/d"]);
7490    }
7491
7492    #[test]
7493    fn a_cycle_terminates_and_yields_a_set() {
7494        // `DW0130` refuses this plan, but the authority is asked before that
7495        // verdict is known (the layout binding prints on an erroring campaign),
7496        // so it must terminate rather than hang.
7497        let p = plan(
7498            "quest/b",
7499            &[("quest/a", &["quest/b"]), ("quest/b", &["quest/a"])],
7500        );
7501        assert_eq!(sorted(&p), ["quest/a", "quest/b"]);
7502    }
7503
7504    #[test]
7505    fn a_dangling_dependency_is_reported_and_expands_no_further() {
7506        // The deliberate difference between the two derivations this function
7507        // replaced. `validate` pruned undeclared ids before walking; the
7508        // authority does not, because pruning them would make the set disagree
7509        // with the document, and naming an id the plan does not declare is
7510        // `DW0112`'s finding rather than the spine's.
7511        let p = plan("quest/end", &[("quest/end", &["quest/ghost"])]);
7512        assert_eq!(sorted(&p), ["quest/end", "quest/ghost"]);
7513    }
7514
7515    #[test]
7516    fn an_undeclared_finale_is_the_whole_spine() {
7517        // `DW0131`'s shape. The answer is honest about the document: nothing the
7518        // plan declares is on the spine of a finale it never declared.
7519        let p = plan(
7520            "quest/ghost",
7521            &[("quest/a", &[]), ("quest/b", &["quest/a"])],
7522        );
7523        assert_eq!(sorted(&p), ["quest/ghost"]);
7524    }
7525}