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::celestial::{CelestialTime, Clock, MoonPhase};
13use crate::firework::FireworkExplosion;
14use crate::layout::StationKind;
15
16use crate::ids::{
17 ActorId, AmbushId, AnchorId, AreaId, AssemblyId, AtmosphereId, BranchId, BranchPointId,
18 ClassId, DialogueId, EditBatchId, EndingId, FlagId, LethalVolumeId, LoopId, LootId, NpcId,
19 ObjectiveId, PoolId, PrefabId, QuestId, RegionId, RigId, ShopId, ShortcutId, StakeId, StateId,
20 TimedGateId, TrapId, TriggerId, WaveId,
21};
22
23/// serde default helper: `true` (used by DSL v0.4 `trigger.once`).
24fn default_true() -> bool {
25 true
26}
27
28/// serde `skip_serializing_if` helper: skip a `false` bool (DSL v0.4
29/// `objective.stealth`), keeping older campaigns byte-identical.
30fn is_false(b: &bool) -> bool {
31 !*b
32}
33
34// ---------------------------------------------------------------------------
35// Stage 1 — world
36// ---------------------------------------------------------------------------
37
38/// Stage 1 payload: setting, seed and the areas that make up the delve.
39#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
40#[serde(deny_unknown_fields)]
41pub struct WorldContent {
42 /// Player-facing delve title.
43 pub title: String,
44 /// One-line thematic description.
45 pub theme: String,
46 /// Short narrative premise.
47 pub premise: String,
48 /// The single downstream randomness source (ADR-0006).
49 pub seed: u64,
50 /// Informational pacing target in minutes (v0: not enforced).
51 pub target_minutes: u32,
52 /// The areas the delve is made of; each binds exactly one of `prefab` /
53 /// `prefab_pool`.
54 ///
55 /// **A campaign declares its placement in exactly one document, so this
56 /// list is empty on a site-plan campaign** (`DW0839`): where a
57 /// `site-plan.json` is present the plan is the placement authority, its one
58 /// place is `area/site`, and declaring `areas[]` as well gives every
59 /// question about where something is two answers. Empty is therefore a
60 /// legitimate and common value, not a campaign that forgot to place
61 /// anything.
62 pub areas: Vec<Area>,
63 /// Additional author-declared translation languages (BCP-47-style codes, e.g.
64 /// `["zh-cn"]`). English (`en`) is implicit, always canonical, and is **never**
65 /// listed here (spec-0001 i18n addendum). Absent or empty = English-only. Every
66 /// declared language must ship a fully-covering `l10n/<code>.json` sidecar
67 /// (`DW0180`/`DW0181`). Stage docs themselves stay pure English.
68 #[serde(default, skip_serializing_if = "Vec::is_empty")]
69 pub languages: Vec<String>,
70 /// **The hour this delve is played at** (DSL v0.5, spec-0010; required since
71 /// spec-0061). Dimension-global; frozen by environment sealing
72 /// (`advance_time false`) so the set state persists. Affects sky attenuation
73 /// in the compiler's assembled-light model.
74 ///
75 /// **Required, and it has no default.** "This delve is played at noon" is a
76 /// design decision, and a mechanism that supplies one silently when the
77 /// author said nothing is exactly what `CLAUDE.md` forbids a primitive from
78 /// encoding — the same ruling spec-0060 §4.1 made for `walk_y`. It is also
79 /// the world half of the comparison `DW0890` makes against the approved
80 /// design's rows, so every campaign has to state it for the comparison to
81 /// have two sides. Emission is unchanged: `time set <kw>` was always
82 /// emitted, so a campaign that already declared this builds
83 /// byte-identically.
84 pub time: WorldTime,
85 /// **The weather this delve is played in** (DSL v0.5, spec-0010; required
86 /// since spec-0061). Dimension-global; frozen by environment sealing
87 /// (`advance_weather false`). Rain and thunder attenuate effective sky
88 /// brightness in the assembled-light model.
89 ///
90 /// Required, with no default, for the reason [`WorldContent::time`] gives.
91 /// Emission is unchanged: `weather <kw>` is emitted only for a declared
92 /// non-`clear` weather, because `clear` is vanilla's own state.
93 pub weather: WorldWeather,
94 /// Declared combat difficulty (DSL v0.6). Absent =
95 /// the compiler's historical derivation — `easy` when the campaign fields any
96 /// wave, `peaceful` when it fields none — which is what keeps every campaign
97 /// written before this field byte-identical. Declaring it overrides the
98 /// derivation for **both** the shipped `server.properties` and a `/difficulty`
99 /// in the sealing baseline, so the declaration also holds when the datapack is
100 /// dropped into somebody else's world.
101 ///
102 /// `peaceful` is rejected (`DW0468`). Raising difficulty changes the damage
103 /// players take — easy halves it — so combat arithmetic tuned under the old
104 /// implicit `easy` must be redone.
105 #[serde(default, skip_serializing_if = "Option::is_none")]
106 pub difficulty: Option<WorldDifficulty>,
107 /// The scenic horizon: the ground and the sky the map stands in
108 /// (spec-0026). Absent or `void` is the void world. `ocean` swaps the world
109 /// generator for a deterministic superflat sea (bedrock/stone/water, sea
110 /// level y=62) and drops the area datum to y=60 so island pieces meet the
111 /// sea at their authored waterline. `valley` rings the map in a generated
112 /// mountain annulus — the one base that builds terrain rather than picking
113 /// a generator. Either a string shorthand or the object form
114 /// `{base, …params}`; see [`Horizon`].
115 #[serde(default, skip_serializing_if = "Option::is_none")]
116 pub horizon: Option<Horizon>,
117 /// **The skies a place can stand under** (spec-0080). Each one is declared
118 /// once, here, beside `time`, `weather` and `horizon` — the other
119 /// statements about the sky the party stands under — and ships as a
120 /// datapack biome (`<ns>:atmosphere/<kebab>`) built from the pinned game's
121 /// environment attributes. A place carries one from the first tick
122 /// ([`Area::atmosphere`], `boxes[].atmosphere`), and a beat repaints a
123 /// volume with another ([`Verb::SetAtmosphere`]). Absent or empty: every
124 /// cell stands in the horizon's biome. One no place carries and no beat
125 /// paints is refused (`DW0930`).
126 #[serde(default, skip_serializing_if = "Vec::is_empty")]
127 pub atmospheres: Vec<Atmosphere>,
128 /// Playable-region boundary (DSL v0.6, spec-0013). When present, the compiler
129 /// derives a region from the placed geometry and a per-second clock returns any
130 /// player who leaves it to the last checkpoint. Required when `horizon` is
131 /// `ocean` (an infinite swimmable sea with no return rule is `DW0320`).
132 #[serde(default, skip_serializing_if = "Option::is_none")]
133 pub boundary: Option<Boundary>,
134 /// The closing line on the campaign-completion advancement — the last
135 /// player-visible sentence of the delve (DSL v0.6). Player-visible, so it is
136 /// l10n-inventoried as `world.outro` and sidecars translate it. Absent = the
137 /// finale quest's `goal`, which is already both campaign-derived and
138 /// inventoried; the description was previously the hardcoded English
139 /// "You left the keep." on *every* delve, whatever its theme or language.
140 #[serde(default, skip_serializing_if = "Option::is_none")]
141 pub outro: Option<String>,
142 /// The party size this delve **requires** (DSL v0.6, spec-0018). Absent = 1: a
143 /// party of one is always legal and every pre-0.6 campaign keeps that reading.
144 /// A design whose beats genuinely need `n` players — two rooms whose switches
145 /// are two arms of one AND-join — declares `min_players: n` (max 4), and the
146 /// lobby then refuses to start below it: the class-selection dialog stays shut
147 /// and the waiting players get a party-count actionbar instead.
148 ///
149 /// Progression is party state either way (spec-0018), so this is a *declaration
150 /// of intent*, not a mechanism: it makes a mandatory-n design first-class
151 /// and turns on the analyzer's n-agent division
152 /// proof. Out of `1..=4` is `DW0370`.
153 #[serde(default, skip_serializing_if = "Option::is_none")]
154 pub min_players: Option<u8>,
155 /// **The vanilla textures this delve replaces** (spec-0084). Each row names
156 /// one texture the pinned client ships and the campaign's own image for it,
157 /// at `textures/<id>.png` in the campaign directory; the build bakes it into
158 /// the resource pack at the vanilla path, so it is drawn wherever the client
159 /// draws that texture — every mob of that kind, the moon over every area —
160 /// for every player who accepted the pack. Absent or empty = vanilla's look.
161 #[serde(default, skip_serializing_if = "Vec::is_empty")]
162 pub textures: Vec<TextureOverride>,
163 /// **Whether a player must accept this delve's resource pack to play it**
164 /// (spec-0084 §11). `true` is emitted as `require-resource-pack=true`: a
165 /// player who declines is disconnected by the server. Absent or `false` =
166 /// the pack is offered and may be declined, in which case the player reads
167 /// English and sees vanilla's textures. A host may still set the server's own
168 /// flip (itzg's `RESOURCE_PACK_ENFORCE`), which is obeyed as given.
169 #[serde(default, skip_serializing_if = "std::ops::Not::not")]
170 pub require_resource_pack: bool,
171 /// **A fallen player waits before rejoining** (spec-0077). After clicking
172 /// *Respawn*, a player whose party still has somebody in play watches a
173 /// teammate as a spectator for `seconds`, and counts as down for the party
174 /// wipe while they wait. Absent = no wait, and emission is byte-identical to
175 /// a campaign that never had the field. Needs a checkpoint or bonfire to come
176 /// back to; `seconds` outside `1..=120`, or no checkpoint, is `DW0925`.
177 #[serde(default, skip_serializing_if = "Option::is_none")]
178 pub respawn_wait: Option<RespawnWait>,
179}
180
181/// One vanilla texture a campaign replaces (spec-0084 §3.1). The row is a
182/// judgement and nothing more: width, height and frame count are read off the
183/// file and the pinned client's census, and the namespace is fixed.
184#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
185#[serde(deny_unknown_fields)]
186pub struct TextureOverride {
187 /// A bare kebab token, unique among the campaign's textures (`DW0190`). The
188 /// image is `textures/<id>.png` in the campaign directory (`DW0309`), and a
189 /// `textures/<id>.png.mcmeta` beside it ships with it as the animation.
190 pub id: String,
191 /// The texture replaced, as a resource location in the `minecraft`
192 /// namespace without `textures/` and without `.png` — the path vanilla's own
193 /// models and atlases use (e.g. `minecraft:entity/zombie/drowned`,
194 /// `minecraft:environment/celestial/moon/full_moon`). It must name a texture
195 /// the pinned client ships (`DW0939`).
196 pub replaces: String,
197 /// Where the image came from and under what licence (ADR-0013): original
198 /// work (`spdx` and `source` both `original`), or an allowlisted third-party
199 /// image with its `url`, and its `attribution` for CC BY (`DW0741`).
200 pub license: crate::license::LicenseEvidence,
201}
202
203/// One declared sky (spec-0080 §3.1): what the party sees and hears while it
204/// stands in a cell painted with this atmosphere's biome.
205///
206/// The biome is vanilla's one channel for sky colour, fog, clouds, sky-light
207/// tint, stars, ambient particles, music, ambience, grass, foliage and water
208/// tint, and precipitation. In the overworld the day cycle stacks over it: it
209/// multiplies the colours (a biome's value survives, darkened at night), takes
210/// the maximum of `star_brightness`, and replaces the sun, moon and star
211/// angles, the sunrise colour and the moon phase outright — which is why those
212/// five ids are refused (`DW0928`) and the sun cannot be moved from a place.
213#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
214#[serde(deny_unknown_fields)]
215pub struct Atmosphere {
216 /// `atmosphere/<kebab>`, unique.
217 pub id: AtmosphereId,
218 /// Environment attributes, keyed by id (`visual/sky_color`; the
219 /// `minecraft:` prefix is optional). Which ids a campaign may set, the
220 /// shape of each value and the range the pinned codec accepts are vendored
221 /// data (`crates/delvec/data/environment-attributes-1.21.11.json`), not
222 /// DSL surface: a value outside them is `DW0928`. A float attribute may
223 /// also be written in vanilla's modifier form, `{"argument": 0.85,
224 /// "modifier": "multiply"}`.
225 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
226 pub attributes: BTreeMap<String, serde_json::Value>,
227 /// Grass, foliage, dry-foliage and water tint (`#rrggbb`), each optional.
228 /// Absent, vanilla derives grass and foliage from the climate and water is
229 /// the void biome's `#3f76e4`.
230 #[serde(default, skip_serializing_if = "Option::is_none")]
231 pub tint: Option<AtmosphereTint>,
232 /// What falls here when the world's weather is rain or thunder. The
233 /// compiler derives the three vanilla fields that must agree from it
234 /// (`has_precipitation`, `temperature`, `downfall`), and it is the fact
235 /// `DW0496` reads at a cell: `none` under a rainy world means the undead
236 /// burn here.
237 pub precipitation: Precipitation,
238 /// Overrides the derived `temperature` / `downfall`, for vanilla's own
239 /// grass colormap at a named point. Must agree with `precipitation`
240 /// (`DW0930`): snow below 0.15, rain at or above it.
241 #[serde(default, skip_serializing_if = "Option::is_none")]
242 pub climate: Option<Climate>,
243}
244
245/// An atmosphere's tint (spec-0080 §3.1.3): the biome `effects` colours the
246/// pinned data writes, each `#rrggbb`.
247#[derive(Clone, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
248#[serde(deny_unknown_fields)]
249pub struct AtmosphereTint {
250 /// `grass_color`.
251 #[serde(default, skip_serializing_if = "Option::is_none")]
252 pub grass: Option<String>,
253 /// `foliage_color`.
254 #[serde(default, skip_serializing_if = "Option::is_none")]
255 pub foliage: Option<String>,
256 /// `dry_foliage_color`.
257 #[serde(default, skip_serializing_if = "Option::is_none")]
258 pub dry_foliage: Option<String>,
259 /// `water_color`.
260 #[serde(default, skip_serializing_if = "Option::is_none")]
261 pub water: Option<String>,
262}
263
264/// What an atmosphere's biome lets fall (spec-0080 §3.1.4).
265#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
266#[serde(rename_all = "kebab-case")]
267pub enum Precipitation {
268 /// Nothing falls: `has_precipitation: false`.
269 None,
270 /// Rain falls: `has_precipitation: true`, temperature 0.5.
271 Rain,
272 /// Snow falls: `has_precipitation: true`, temperature 0.0.
273 Snow,
274}
275
276/// A biome's climate pair (spec-0080 §3.1.4).
277#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
278#[serde(deny_unknown_fields)]
279pub struct Climate {
280 /// `temperature`: vanilla snows below 0.15.
281 pub temperature: f64,
282 /// `downfall`.
283 pub downfall: f64,
284}
285
286/// How long a fallen player waits before rejoining the party (spec-0077 §3).
287#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
288#[serde(deny_unknown_fields)]
289pub struct RespawnWait {
290 /// Seconds a fallen player waits after clicking *Respawn*, `1..=120`
291 /// (`DW0925`). Counted on the server only while the player is online.
292 pub seconds: u16,
293 /// Whether a player who comes back with nobody else present also waits.
294 /// Default `false`: a party of one never waits.
295 #[serde(default)]
296 pub alone: bool,
297}
298
299/// Who a granted item goes to (DSL v0.6, spec-0018).
300///
301/// Progression is a fact about the party, so the default for every `give-item` and
302/// every class-kit entry is **all**: a quest beat that arms the party arms all of
303/// it. `one` is the deliberate exception for a single quest prop (the wine-skin,
304/// the stake): exactly one copy enters the party, handed to the player whose action
305/// earned it, and the party passes it around physically.
306#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
307#[serde(rename_all = "kebab-case")]
308pub enum Carrier {
309 /// Every party member receives the item (the default).
310 #[default]
311 All,
312 /// Exactly one copy, to the player whose action fired the effect.
313 One,
314}
315
316/// A declared world time state (DSL v0.5, spec-0010; the celestial spelling
317/// spec-0081). The sole difference from vanilla is that the daylight cycle is
318/// frozen (`advance_time false`), so a set state persists for the whole delve
319/// until a `set-time` effect cuts to another.
320///
321/// **Two spellings of one clock.** A keyword — `day`, `noon`, `dusk`, `night`,
322/// `midnight`, `dawn` — states vanilla's word with vanilla's meaning: the hour,
323/// on day 0, so a keyword night shows a full moon. A celestial statement
324/// ([`CelestialTime`], `{"moon": "just-risen", "phase": "new-moon"}`) names one
325/// body, where it stands and, where the moon shows, its phase, and the engine
326/// computes the tick count, day included. Both resolve to one [`Clock`]
327/// ([`WorldTime::clock`]); two values are equal when their clocks are.
328///
329/// Vanilla's `/time set` primitive takes **either** one of four keywords or a raw
330/// tick count, and the tick form is the general one. `dusk` and `dawn` are the
331/// tick form exposed first-class, per the no-hack rule; a celestial statement is
332/// the same primitive reached from a designer's sentence. A keyword on day 0
333/// still emits its keyword verbatim ([`WorldTime::token`]), so existing
334/// campaigns are byte-identical.
335///
336/// **There is no `Default`** (spec-0061 §4). A default hour is a design decision
337/// wearing a mechanism's clothes, and `#[default] Noon` is what let a delve whose
338/// whole approved look was night build, light-check and render under a blue noon
339/// sky. Removing the impl is what makes that unwritable rather than merely
340/// discouraged: `WorldContent::time` is required, and nothing can supply an hour
341/// the author did not.
342#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
343pub enum WorldTime {
344 /// Morning daylight (`/time set day`, 1000 ticks).
345 Day,
346 /// Midday, brightest (`/time set noon`, 6000 ticks).
347 Noon,
348 /// Sunset onset (`/time set 12000`).
349 Dusk,
350 /// Night, sun fully down (`/time set night`, 13000 ticks).
351 Night,
352 /// Deep night, darkest (`/time set midnight`, 18000 ticks).
353 Midnight,
354 /// First light, just before sunrise (`/time set 23000`).
355 Dawn,
356 /// A sky stated in a designer's words (spec-0081).
357 Celestial(CelestialTime),
358}
359
360/// The six keyword spellings of a [`WorldTime`] — the wire and schema form of
361/// its keyword half.
362#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
363#[serde(rename_all = "kebab-case")]
364pub enum TimeKeyword {
365 /// Morning daylight (`/time set day`, 1000 ticks).
366 Day,
367 /// Midday, brightest (`/time set noon`, 6000 ticks).
368 Noon,
369 /// Sunset — the sky visibly going orange and the day ending
370 /// (`/time set 12000`). Deliberately NOT 13000: that is the instant the sun
371 /// has finished setting, which is what the `night` keyword already sets, so
372 /// 13000 would make `dusk` a synonym rather than its own beat.
373 Dusk,
374 /// Night, sun fully down (`/time set night`, 13000 ticks).
375 Night,
376 /// Deep night, darkest (`/time set midnight`, 18000 ticks).
377 Midnight,
378 /// First light, just before sunrise (`/time set 23000`). Spelled `dawn`;
379 /// `sunrise` is accepted as a synonym on input.
380 #[serde(alias = "sunrise")]
381 Dawn,
382}
383
384impl From<TimeKeyword> for WorldTime {
385 fn from(k: TimeKeyword) -> WorldTime {
386 match k {
387 TimeKeyword::Day => WorldTime::Day,
388 TimeKeyword::Noon => WorldTime::Noon,
389 TimeKeyword::Dusk => WorldTime::Dusk,
390 TimeKeyword::Night => WorldTime::Night,
391 TimeKeyword::Midnight => WorldTime::Midnight,
392 TimeKeyword::Dawn => WorldTime::Dawn,
393 }
394 }
395}
396
397impl Serialize for WorldTime {
398 fn serialize<S: serde::Serializer>(&self, s: S) -> Result<S::Ok, S::Error> {
399 match self {
400 WorldTime::Celestial(c) => c.serialize(s),
401 kw => s.serialize_str(kw.keyword_str().expect("a keyword")),
402 }
403 }
404}
405
406impl<'de> Deserialize<'de> for WorldTime {
407 fn deserialize<D: serde::Deserializer<'de>>(de: D) -> Result<WorldTime, D::Error> {
408 struct V;
409 impl<'de> serde::de::Visitor<'de> for V {
410 type Value = WorldTime;
411 fn expecting(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
412 f.write_str(
413 "a time: a keyword (day, noon, dusk, night, midnight, dawn) or an object \
414 naming one body, where it stands and its phase \
415 ({\"moon\": \"just-risen\", \"phase\": \"new-moon\"})",
416 )
417 }
418 fn visit_str<E: serde::de::Error>(self, v: &str) -> Result<WorldTime, E> {
419 use serde::de::IntoDeserializer;
420 TimeKeyword::deserialize(v.into_deserializer()).map(WorldTime::from)
421 }
422 fn visit_map<A: serde::de::MapAccess<'de>>(
423 self,
424 map: A,
425 ) -> Result<WorldTime, A::Error> {
426 CelestialTime::deserialize(serde::de::value::MapAccessDeserializer::new(map))
427 .map(WorldTime::Celestial)
428 }
429 }
430 de.deserialize_any(V)
431 }
432}
433
434impl JsonSchema for WorldTime {
435 fn schema_name() -> std::borrow::Cow<'static, str> {
436 "WorldTime".into()
437 }
438
439 fn json_schema(g: &mut schemars::SchemaGenerator) -> schemars::Schema {
440 schemars::json_schema!({
441 "description": "A time: a keyword, vanilla's hour on day 0 (a keyword night is a full \
442 moon), or a celestial statement naming one body, where it stands and, \
443 where the moon shows, its phase (spec-0081).",
444 "anyOf": [g.subschema_for::<TimeKeyword>(), g.subschema_for::<CelestialTime>()],
445 })
446 }
447}
448
449impl WorldTime {
450 /// The keyword table: `(the /time set argument, daytime ticks)`, or `None`
451 /// for a celestial statement.
452 ///
453 /// A state vanilla names keeps its keyword — the argument the compiler has
454 /// always emitted — so no shipped campaign's bytes move. A state vanilla does
455 /// not name emits the equivalent tick count, which is the same primitive.
456 const fn spec(self) -> Option<(&'static str, i64)> {
457 match self {
458 WorldTime::Day => Some(("day", 1000)),
459 WorldTime::Noon => Some(("noon", 6000)),
460 WorldTime::Dusk => Some(("12000", 12000)),
461 WorldTime::Night => Some(("night", 13000)),
462 WorldTime::Midnight => Some(("midnight", 18000)),
463 WorldTime::Dawn => Some(("23000", 23000)),
464 WorldTime::Celestial(_) => None,
465 }
466 }
467
468 /// Whether this is one of the six keywords.
469 pub fn is_keyword(self) -> bool {
470 !matches!(self, WorldTime::Celestial(_))
471 }
472
473 /// The celestial statement, if this is one.
474 pub fn celestial(self) -> Option<CelestialTime> {
475 match self {
476 WorldTime::Celestial(c) => Some(c),
477 _ => None,
478 }
479 }
480
481 /// The phase this value states, if any.
482 pub fn stated_phase(self) -> Option<MoonPhase> {
483 self.celestial().and_then(|c| c.phase)
484 }
485
486 /// The `daytime` tick value this state sets (the `time query daytime`
487 /// read-back). Keywords: day=1000, noon=6000, dusk=12000 (sunset onset),
488 /// night=13000, midnight=18000, dawn=23000; a celestial statement its
489 /// position's tick ([`crate::celestial::position_tick`]).
490 pub fn daytime_ticks(self) -> i64 {
491 match self.spec() {
492 Some((_, t)) => t,
493 None => self.celestial().expect("celestial").daytime(),
494 }
495 }
496
497 /// The day this value names as **the world's own time**: a keyword is day 0;
498 /// a celestial statement the day its `phase` names, or day 0 where it names
499 /// none (the moon is below the horizon, so no phase is stated).
500 pub fn world_day(self) -> i64 {
501 self.stated_phase().map(MoonPhase::index).unwrap_or(0)
502 }
503
504 /// **The clock this value sets**, at a site whose world declares `world`
505 /// (spec-0081 §3.3).
506 ///
507 /// - A celestial statement is its position's tick on the day its `phase`
508 /// names, or the world's day where it states none — a cut changes the
509 /// hour, and the moon keeps the phase the world declared.
510 /// - A keyword is its table row on day 0 where it states a sky — the
511 /// world's own time, a design row, a camera ([`TimeSite::Sky`]) — and on
512 /// the world's day where it is a `set-time` cut ([`TimeSite::Cut`]), which
513 /// changes the hour and keeps the moon.
514 pub fn clock(self, site: TimeSite, world: WorldTime) -> Clock {
515 let daytime = self.daytime_ticks();
516 let day = match (self, site) {
517 (WorldTime::Celestial(c), _) => c
518 .phase
519 .map(MoonPhase::index)
520 .unwrap_or_else(|| world.world_day()),
521 (_, TimeSite::Cut) => world.world_day(),
522 (_, TimeSite::Sky) => 0,
523 };
524 Clock { day, daytime }
525 }
526
527 /// The world's own clock: [`WorldTime::clock`] at the world's site.
528 pub fn world_clock(self) -> Clock {
529 self.clock(TimeSite::Sky, self)
530 }
531
532 /// **The vanilla `/time set` argument for `clock`**, the one token every
533 /// `time set` the engine emits goes through: a keyword on day 0 emits its
534 /// table argument verbatim (`night`, `12000`), so no keyword campaign's bytes
535 /// move; any other clock emits the integer `day × 24000 + daytime`.
536 pub fn token(self, clock: Clock) -> String {
537 match self.spec() {
538 Some((tok, t)) if clock.day == 0 && clock.daytime == t => tok.to_string(),
539 _ => clock.absolute().to_string(),
540 }
541 }
542
543 /// The keyword spelling, if this is a keyword.
544 fn keyword_str(self) -> Option<&'static str> {
545 match self {
546 WorldTime::Day => Some("day"),
547 WorldTime::Noon => Some("noon"),
548 WorldTime::Dusk => Some("dusk"),
549 WorldTime::Night => Some("night"),
550 WorldTime::Midnight => Some("midnight"),
551 WorldTime::Dawn => Some("dawn"),
552 WorldTime::Celestial(_) => None,
553 }
554 }
555
556 /// **What an author writes** — this state's spelling in a document: the
557 /// keyword, or the canonical JSON of a celestial statement
558 /// (`{"moon":"high","phase":"new-moon"}`).
559 ///
560 /// Not [`WorldTime::token`], which is the `/time set` argument and is a raw
561 /// tick count for every state vanilla does not name. A diagnostic that asks
562 /// an author to declare an hour has to say `dusk`, not `12000`.
563 pub fn keyword(self) -> String {
564 match self {
565 WorldTime::Celestial(c) => c.spelling(),
566 kw => kw.keyword_str().expect("a keyword").to_string(),
567 }
568 }
569}
570
571/// Where a time value is written, which decides the day a keyword names
572/// ([`WorldTime::clock`]).
573#[derive(Clone, Copy, Debug, PartialEq, Eq)]
574pub enum TimeSite {
575 /// A statement of a sky: the world's own time, a design row, a camera.
576 Sky,
577 /// A `set-time` effect, quest or dialogue.
578 Cut,
579}
580
581/// A declared weather state (DSL v0.5, spec-0010). Values are the vanilla
582/// `/weather` keywords; frozen (`advance_weather false`), so a set state persists.
583///
584/// **No `Default`**, for the reason [`WorldTime`] gives.
585#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
586#[serde(rename_all = "kebab-case")]
587pub enum WorldWeather {
588 /// Clear sky (`/weather clear`). Vanilla's own state, so emission writes no
589 /// `/weather` command for it.
590 Clear,
591 /// Rain (`/weather rain`).
592 Rain,
593 /// Thunderstorm (`/weather thunder`).
594 Thunder,
595}
596
597impl WorldWeather {
598 /// The word an author writes — identical to [`WorldWeather::token`] for
599 /// every state, and stated separately so a message that names a document's
600 /// vocabulary reads the document's vocabulary. See [`WorldTime::keyword`],
601 /// where the two differ.
602 pub fn keyword(self) -> &'static str {
603 self.token()
604 }
605
606 /// The vanilla `/weather` keyword.
607 pub fn token(self) -> &'static str {
608 match self {
609 WorldWeather::Clear => "clear",
610 WorldWeather::Rain => "rain",
611 WorldWeather::Thunder => "thunder",
612 }
613 }
614}
615
616/// The declared combat difficulty of the delve (DSL v0.6). Values are the
617/// vanilla `/difficulty` keywords.
618///
619/// Difficulty is the single largest lever on how hard a delve *feels*, so the
620/// campaign declares it rather than letting the compiler choose. Easy **halves
621/// incoming player damage** — `min(dmg / 2 + 1, dmg)` — so a campaign tuned
622/// under `easy` is tuned against a halved world. A campaign that
623/// raises this must redo that arithmetic.
624///
625/// [`WorldDifficulty::Peaceful`] parses but is **rejected** by validation
626/// (`DW0468`): peaceful makes the engine discard every hostile-category mob on
627/// the tick it is ticked, summoned or not, so every wave, actor and ambush in the
628/// campaign would silently vanish. It is a variant only so the compiler can say
629/// that in a diagnostic instead of a serde "unknown variant" parse error.
630#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
631#[serde(rename_all = "kebab-case")]
632pub enum WorldDifficulty {
633 /// `/difficulty easy` — the compiler's historical choice for a wave
634 /// campaign, and the default reading of an absent field. Incoming player
635 /// damage is halved (`min(dmg / 2 + 1, dmg)`).
636 #[default]
637 Easy,
638 /// `/difficulty normal` — vanilla-baseline damage. The souls-style baseline.
639 Normal,
640 /// `/difficulty hard` — amplified damage, and zombies reinforce.
641 Hard,
642 /// `/difficulty peaceful` — **always rejected** (`DW0468`). Present only so
643 /// the rejection can be a diagnostic with a rationale.
644 Peaceful,
645}
646
647impl WorldDifficulty {
648 /// The vanilla `/difficulty` keyword.
649 pub fn token(self) -> &'static str {
650 match self {
651 WorldDifficulty::Peaceful => "peaceful",
652 WorldDifficulty::Easy => "easy",
653 WorldDifficulty::Normal => "normal",
654 WorldDifficulty::Hard => "hard",
655 }
656 }
657
658 /// The vanilla `Difficulty#getId()` ordinal, which is also what the bare
659 /// `/difficulty` query command returns — the only vanilla read-back path for
660 /// the setting, and so what the generated PackTest asserts on.
661 pub fn id(self) -> i32 {
662 match self {
663 WorldDifficulty::Peaceful => 0,
664 WorldDifficulty::Easy => 1,
665 WorldDifficulty::Normal => 2,
666 WorldDifficulty::Hard => 3,
667 }
668 }
669}
670
671/// A scenic horizon (spec-0026). A horizon is a **composition of orthogonal
672/// axes**, not an enum of monoliths: a **base** — what surrounds the map — and
673/// that base's params. The field accepts a plain string shorthand
674/// ([`HorizonName`]) or the object form [`HorizonSpec`] `{base, …params}`.
675///
676/// Consumers never match this wire enum. [`Horizon::resolved`] desugars both
677/// forms into one [`ResolvedHorizon`] with the pinned defaults applied, and
678/// [`horizon_base`] answers the one question most callers have.
679#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
680#[serde(untagged)]
681pub enum Horizon {
682 /// A bare base name — `"ocean"` is exactly `{base: "ocean"}`. The two
683 /// bases that predate the horizon library were spelled this way and still
684 /// are, byte-identically; a base added since is spellable this way too,
685 /// because a base with every param at its default has nothing else to say.
686 Name(HorizonBase),
687 /// The object form `{base, …params}`.
688 Spec(HorizonSpec),
689}
690
691/// What surrounds the map.
692///
693/// **One enumeration of bases, reachable two ways.** The shorthand
694/// `horizon: "ocean"` and the object form `horizon: {base: "ocean"}` name this
695/// same variant, which is what stops a base from existing in one spelling and
696/// not the other. A separate list of "names" beside this one would be two
697/// enumerations of the same thing, and the second base added would land in
698/// whichever of them its author was looking at.
699///
700/// What is deliberately NOT here is a name that stands for a base plus a set of
701/// params. Such a name reads as a thing, and the whole claim of this design is
702/// that it is not one — it is a base with params set. A spelling that hides
703/// which params it sets makes that claim unverifiable by looking at the
704/// document, and buys a few saved keystrokes for it. Each base carries its own params on
705/// [`HorizonSpec`], and a param foreign to the declared base is refused rather
706/// than ignored.
707#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
708#[serde(rename_all = "kebab-case")]
709pub enum HorizonBase {
710 /// Void superflat; no surround. The default.
711 #[default]
712 Void,
713 /// Pinned water superflat, sea level 62; no surround.
714 Ocean,
715 /// A mountain annulus around a flat gap floor, with void ambient below the
716 /// tile skirt. The one base that generates terrain.
717 Valley,
718}
719
720impl HorizonBase {
721 /// The kebab wire name.
722 pub fn token(self) -> &'static str {
723 match self {
724 HorizonBase::Void => "void",
725 HorizonBase::Ocean => "ocean",
726 HorizonBase::Valley => "valley",
727 }
728 }
729
730 /// Whether this base generates a surround — compiler-built terrain outside
731 /// the map's own extent. `void` and `ocean` are pure ambient and build
732 /// nothing.
733 pub fn has_surround(self) -> bool {
734 matches!(self, HorizonBase::Valley)
735 }
736}
737
738/// The `horizon` object form: a `base` plus that base's params, all optional
739/// with pinned defaults ([`horizon_defaults`]).
740///
741/// The `valley` surround generator carries a second flora and a second surface
742/// palette (a cherry grove over `minecraft:cherry_grove`) and **this struct
743/// does not expose them.** Every engine surface owes a gallery element in the
744/// change that lands it; the element a second flora needs is a valley overlay,
745/// and one is writable now that a one-area campaign's single prefab states an
746/// extent ([`crate::placement::Extent`], `DW0855`) — the reason recorded here
747/// was that no two-file overlay could ring a map, and that reason is spent.
748/// What is left is that nothing has written the element, and a surface lands
749/// with its element or it does not land. The shape is flat rather than
750/// per-base tagged, and a param foreign to the declared base is refused
751/// (`DW0853`) — so an `ocean` cannot quietly carry a `rim_height` that nothing
752/// reads.
753#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
754#[serde(deny_unknown_fields)]
755pub struct HorizonSpec {
756 /// The base — what surrounds the map.
757 pub base: HorizonBase,
758 /// `valley`: the surround's total footprint as a multiple of the map's, on
759 /// each axis (`2.0..=3.0`, default 2.5).
760 #[serde(default, skip_serializing_if = "Option::is_none")]
761 pub ratio: Option<f64>,
762 /// `valley`: crest height of the rim over the gap floor (`16..=128`,
763 /// default 48).
764 #[serde(default, skip_serializing_if = "Option::is_none")]
765 pub rim_height: Option<i32>,
766}
767
768/// Pinned horizon param defaults. One table, so the doc comments, the resolver
769/// and the diagnostics cannot drift.
770pub mod horizon_defaults {
771 /// `valley.ratio`.
772 pub const RATIO: f64 = 2.5;
773 /// `valley.ratio` lower bound — below 2.0 the annulus has no room for a
774 /// gap floor and a slope run both.
775 pub const RATIO_MIN: f64 = 2.0;
776 /// `valley.ratio` upper bound — above 3.0 the surround is mostly terrain a
777 /// body never reaches, at a cost that is all shipped bytes.
778 pub const RATIO_MAX: f64 = 3.0;
779 /// `valley.rim_height`.
780 pub const RIM_HEIGHT: i32 = 48;
781 /// `valley.rim_height` lower bound — a rim under 16 does not close the
782 /// horizon from a body standing on the gap floor.
783 pub const RIM_HEIGHT_MIN: i32 = 16;
784 /// `valley.rim_height` upper bound — the build range is 384 blocks tall and
785 /// the surround has to fit under whatever the map puts above it.
786 pub const RIM_HEIGHT_MAX: i32 = 128;
787}
788
789/// A horizon with both wire forms desugared and every default applied — the
790/// only view downstream code reads.
791#[derive(Clone, Copy, Debug, PartialEq)]
792pub struct ResolvedHorizon {
793 /// The base.
794 pub base: HorizonBase,
795 /// `valley.ratio`.
796 pub ratio: f64,
797 /// `valley.rim_height`.
798 pub rim_height: i32,
799}
800
801impl Default for ResolvedHorizon {
802 fn default() -> Self {
803 ResolvedHorizon {
804 base: HorizonBase::Void,
805 ratio: horizon_defaults::RATIO,
806 rim_height: horizon_defaults::RIM_HEIGHT,
807 }
808 }
809}
810
811impl ResolvedHorizon {
812 /// The resolved horizon of `base` with every param at its pinned default.
813 pub fn of_base(base: HorizonBase) -> Self {
814 ResolvedHorizon {
815 base,
816 ..Default::default()
817 }
818 }
819}
820
821impl Horizon {
822 /// Desugar either wire form to the one resolved view, defaults applied.
823 pub fn resolved(&self) -> ResolvedHorizon {
824 match self {
825 Horizon::Name(base) => ResolvedHorizon::of_base(*base),
826 Horizon::Spec(s) => ResolvedHorizon {
827 base: s.base,
828 ratio: s.ratio.unwrap_or(horizon_defaults::RATIO),
829 rim_height: s.rim_height.unwrap_or(horizon_defaults::RIM_HEIGHT),
830 },
831 }
832 }
833
834 /// The resolved base.
835 pub fn base(&self) -> HorizonBase {
836 self.resolved().base
837 }
838
839 /// True when this declaration needs the horizon-library surface: the object
840 /// form, or a bare name for a base that did not exist before it.
841 ///
842 /// The two bases that predate the library stay writable as bare names at
843 /// the version that introduced them, and their emission does not move —
844 /// which is what makes this a widening rather than a break. What is fenced
845 /// is saying something the old surface had no spelling for.
846 pub fn needs_horizon_library(&self) -> bool {
847 match self {
848 Horizon::Spec(_) => true,
849 Horizon::Name(base) => match base {
850 HorizonBase::Void | HorizonBase::Ocean => false,
851 HorizonBase::Valley => true,
852 },
853 }
854 }
855}
856
857/// The resolved base of an optional stage-1 `horizon` field — `Void` when
858/// absent. The one helper every downstream consumer (placement, the ambient
859/// model, emission) goes through, so that a new base cannot be forgotten at one
860/// of them.
861pub fn horizon_base(horizon: &Option<Horizon>) -> HorizonBase {
862 horizon.as_ref().map(|h| h.base()).unwrap_or_default()
863}
864
865/// The resolved view of an optional stage-1 `horizon` field, with defaults
866/// applied for an absent one.
867pub fn resolved_horizon(horizon: &Option<Horizon>) -> ResolvedHorizon {
868 horizon.as_ref().map(|h| h.resolved()).unwrap_or_default()
869}
870
871/// The default boundary `margin` (blocks of horizontal breathing room added
872/// around the derived region). Separate function so `serde(default = …)` and the
873/// documented literal cannot drift.
874fn default_margin() -> u16 {
875 16
876}
877
878/// A playable-region boundary declaration (DSL v0.6, spec-0013). The region
879/// itself is **derived** by the compiler (union of the final placed-piece AABBs,
880/// inflated horizontally by `margin`, unbounded upward, floored at the lowest
881/// placed block − 8) — never authored — so "every anchor is inside" is structural.
882/// Enforcement is a per-second clock that returns any player outside the region to
883/// the last checkpoint (`dw:cp`) with an actionbar message and a soft sound; no
884/// damage, no items lost.
885#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
886#[serde(deny_unknown_fields)]
887pub struct Boundary {
888 /// Horizontal breathing room in blocks added around the derived region on
889 /// every side (default 16). Range-checked to `0..=64` (`DW0321`).
890 #[serde(default = "default_margin")]
891 pub margin: u16,
892 /// Actionbar message shown on return. Absent = the compiler's English default.
893 /// When set, it is inventoried under l10n key `world.boundary.message` and is
894 /// translated like every other player-facing string.
895 #[serde(default, skip_serializing_if = "Option::is_none")]
896 pub message: Option<String>,
897}
898
899/// A supplemental-lighting fixture the relight pass may place (DSL v0.5,
900/// spec-0010 fixture registry v1). The theme choice stays in the DSL layer; the
901/// compiler owns the placement rule and block-light emission.
902#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
903#[serde(rename_all = "kebab-case")]
904pub enum Fixture {
905 /// Floor torch (block light 14); `wall_torch` on a wall face as fallback.
906 Torch,
907 /// Ceiling-hung lantern (block light 15); floor-sitting as fallback.
908 Lantern,
909 /// Floor campfire (block light 15); never on or adjacent to a required path
910 /// cell (it is a damage source).
911 Campfire,
912 /// Embedded shroomlight (block light 15); replaces a solid wall/ceiling block.
913 Shroomlight,
914}
915
916impl Fixture {
917 /// The kebab id (`torch` / `lantern` / `campfire` / `shroomlight`).
918 pub fn token(self) -> &'static str {
919 match self {
920 Fixture::Torch => "torch",
921 Fixture::Lantern => "lantern",
922 Fixture::Campfire => "campfire",
923 Fixture::Shroomlight => "shroomlight",
924 }
925 }
926}
927
928/// A per-area supplemental-lighting declaration (DSL v0.5, spec-0010). Its
929/// presence puts the area on the relight path: the compiler guarantees every
930/// reachable walkable cell reaches `min_light` by placing `fixture`s, or fails
931/// with `DW0211` if it cannot.
932#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
933#[serde(deny_unknown_fields)]
934pub struct AreaLighting {
935 /// The fixture the relight pass places.
936 pub fixture: Fixture,
937 /// The minimum block+sky light guaranteed on reachable walkable cells
938 /// (1..=14, default 7). Range-checked (`DW0196`).
939 #[serde(default = "default_min_light")]
940 pub min_light: u8,
941}
942
943/// Default `min_light` for an [`AreaLighting`] declaration (spec-0010).
944fn default_min_light() -> u8 {
945 7
946}
947
948/// A per-area **darkness mitigation** declaration (DSL v0.6).
949///
950/// The first-class answer to "this area is meant to be dark, and the players are
951/// equipped for it". Declaring it is what makes the compiler *emit* the mitigation
952/// (a clocked `effect give … night_vision` scoped to the area's placed bounds) and
953/// what satisfies the `DW0210` darkness gate — one declaration, one mechanism, no
954/// gap between the check and the feature.
955///
956/// It replaces the pre-0.6 heuristic that read a class kit item's display *name*
957/// for `night vision`: that accepted a renamed water bottle, so the gate passed
958/// while nothing in the world granted night vision (owner, island QA).
959#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
960#[serde(rename_all = "kebab-case")]
961pub enum AreaMitigation {
962 /// Every player inside the area's placed bounds is kept under
963 /// `minecraft:night_vision` by a compiler-emitted 1 s clock.
964 NightVision,
965}
966
967/// One area of the world, bound to a single prefab or a jigsaw prefab pool.
968///
969/// An area binds **exactly one of** `prefab` (single piece) or `prefab_pool`
970/// (+ `pieces`, jigsaw multi-piece assembly, ADR-0004). The exclusivity and
971/// pool-existence rules are enforced by validation (`DW0160` / `DW0161`); the
972/// full jigsaw layout semantics are spec-0002's.
973#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
974#[serde(deny_unknown_fields)]
975pub struct Area {
976 /// Unique area id.
977 pub id: AreaId,
978 /// Player-facing area name.
979 pub name: String,
980 /// The single prefab bound to this area (mutually exclusive with
981 /// `prefab_pool`).
982 #[serde(default, skip_serializing_if = "Option::is_none")]
983 pub prefab: Option<PrefabId>,
984 /// The jigsaw prefab pool bound to this area (mutually exclusive with
985 /// `prefab`); requires `pieces`.
986 #[serde(default, skip_serializing_if = "Option::is_none")]
987 pub prefab_pool: Option<PoolId>,
988 /// Jigsaw piece-count bounds (only with `prefab_pool`).
989 #[serde(default, skip_serializing_if = "Option::is_none")]
990 pub pieces: Option<Pieces>,
991 /// Optional supplemental-lighting declaration (DSL v0.5, spec-0010). When
992 /// present, the compiler's relight pass guarantees `min_light` on every
993 /// reachable walkable cell of this area by placing the declared fixture, or
994 /// fails with `DW0211`. Absent = no relight (the area is judged as-assembled,
995 /// with `DW0210` if a reachable walkable cell is dark and unmitigated).
996 #[serde(default, skip_serializing_if = "Option::is_none")]
997 pub lighting: Option<AreaLighting>,
998 /// Optional darkness-mitigation declaration (DSL v0.6). `night-vision` makes
999 /// the compiler emit a clocked `effect give` over this area's placed bounds and
1000 /// is the (only) declaration that satisfies `DW0210` without `lighting`.
1001 /// Independent of `lighting`: an area may declare both (fixtures *and* the
1002 /// effect), either, or neither.
1003 #[serde(default, skip_serializing_if = "Option::is_none")]
1004 pub mitigation: Option<AreaMitigation>,
1005 /// **The sky this place stands under from the first tick** (spec-0080
1006 /// §3.2): one of `world.atmospheres[]`, painted at world setup over the
1007 /// area's placed bounds grown up and down as far as the client's biome
1008 /// blend reads. The volume is the placement's, never typed.
1009 /// Absent: the horizon's biome.
1010 #[serde(default, skip_serializing_if = "Option::is_none")]
1011 pub atmosphere: Option<AtmosphereId>,
1012}
1013
1014/// Inclusive piece-count bounds for a jigsaw `prefab_pool` area.
1015#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1016#[serde(deny_unknown_fields)]
1017pub struct Pieces {
1018 /// Minimum number of pieces to assemble.
1019 pub min: u32,
1020 /// Maximum number of pieces to assemble.
1021 pub max: u32,
1022}
1023
1024// ---------------------------------------------------------------------------
1025// Body traversal — the declaration every body that moves carries (DSL v0.11,
1026// spec-0034)
1027// ---------------------------------------------------------------------------
1028
1029/// How a body gets around.
1030///
1031/// The compiler DERIVES this from the entity id for every body (spiders climb,
1032/// ghasts fly, `#minecraft:aquatic` swims, and everything else — including every
1033/// id the table has never heard of — is [`Locomotion::Ground`], the checked
1034/// class). [`BodyTraversal`] is the author's side of the same vocabulary: one
1035/// enum, so a declaration and a derivation can never mean different things.
1036///
1037/// The vocabulary lives in this crate rather than in the compiler because it is
1038/// now DSL surface; the compiler re-exports it and owns the derivation table
1039/// (`compiler::traversal`).
1040#[derive(
1041 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
1042)]
1043#[serde(rename_all = "kebab-case")]
1044pub enum Locomotion {
1045 /// Walks, steps and jumps — the default and the CHECKED class.
1046 Ground,
1047 /// Climbs sheer vertical surfaces (vanilla's `Spider` class).
1048 Climber,
1049 /// Leaves the ground under its own power.
1050 Flier,
1051 /// A member of vanilla's `#minecraft:aquatic` tag. A ledger classification
1052 /// that exempts nothing, which is why it may not be **declared**
1053 /// (`DW0455`) — see [`BodyTraversal`].
1054 Aquatic,
1055}
1056
1057impl Locomotion {
1058 /// The stable kebab token this class is written and reported under.
1059 pub fn token(self) -> &'static str {
1060 match self {
1061 Locomotion::Ground => "ground",
1062 Locomotion::Climber => "climber",
1063 Locomotion::Flier => "flier",
1064 Locomotion::Aquatic => "aquatic",
1065 }
1066 }
1067
1068 /// Every class, in ledger order — so a report can never silently drop a row
1069 /// when a class is added.
1070 pub const ALL: [Locomotion; 4] = [
1071 Locomotion::Ground,
1072 Locomotion::Climber,
1073 Locomotion::Flier,
1074 Locomotion::Aquatic,
1075 ];
1076}
1077
1078/// What a body can do when it moves, **declared by the author** (DSL v0.11,
1079/// spec-0034).
1080///
1081/// Carried by every object class in the DSL that has a body and a position and
1082/// is walked by a compiler-emitted route — the stage-2 [`Npc`] and the stage-5
1083/// [`Actor`]. It is deliberately one shared type on both rather than a field
1084/// per consumer: traversal is a property of a body that moves, not of the verb
1085/// that first needed it (CLAUDE.md), and a second bespoke field would be the
1086/// defect rather than the fix.
1087///
1088/// **A declaration is a claim the build holds you to, never an opt-out.** The
1089/// compiler compares the verdicts this body earns under the declared class
1090/// against the ones it earns under its species' derived class; a declaration
1091/// that changes no verdict is inert and is `DW0454`. So declaring `climber` on
1092/// a sheep is only accepted where that sheep's route really does go over a
1093/// barrier line — the exception is authored and proven, instead of happening by
1094/// accident and merely rendering.
1095///
1096/// **What is deliberately NOT here: `opens_gates`.** Passing a closed fence gate
1097/// is a right-click, a scripted walk is a compiler-emitted `tp` polyline whose
1098/// puppet performs no interaction at all, and no runtime verb changes a fence
1099/// gate's block state. Declaring it would not make it true, so the error tier
1100/// (`DW0452`) has no authorable exemption and a declaration can never reach it.
1101#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1102#[serde(deny_unknown_fields)]
1103pub struct BodyTraversal {
1104 /// How this body gets around, overriding what its entity id implies.
1105 pub locomotion: Locomotion,
1106}
1107
1108/// One object class that has a **body the compiler stages**: a declared
1109/// position, a declared species, and a compiler-emitted route.
1110///
1111/// A sum type rather than a flattened tuple, so **adding a body class is a
1112/// compile error at every consumer** until each one says what it does with it.
1113/// The alternative — each rule walking the classes it happens to remember — is
1114/// the defect class CLAUDE.md names: a hand-rolled walk that
1115/// enumerated three of five effect roots.
1116///
1117/// **Keyed to the object, not to the verb that first needed it.** This type was
1118/// introduced for [`BodyTraversal`] and read, for a while, as "one consumer of
1119/// `BodyTraversal`" — which is why its only enumeration
1120/// ([`body_traversal_sites`]) was filtered to bodies declaring a traversal, and
1121/// why the second property a body carries, its [`NpcSkin`], had no enumeration
1122/// at all: the bake walked the stage-2 npc list by hand, and an actor's skin was
1123/// emitted into the summon, never baked into the pack, and never refused.
1124/// A body's properties belong to the body. [`body_sites`] is the unfiltered
1125/// walk; a per-property enumeration is a *filter* over it, never a second walk.
1126///
1127/// Deliberately NOT a member: [`WaveMob`]. A wave mob has a body and a position,
1128/// but it is driven by **native vanilla AI**, never by a compiler-emitted route,
1129/// so the compiler makes no claim about the moves it makes and a locomotion
1130/// declaration on it could change no verdict. It declares no `skin` either — the
1131/// exclusion holds for both properties, and the schema says so
1132/// (`crates/dsl/tests/body_skin_sites.rs`). It becomes a member the day the lane
1133/// proof reasons about how its bodies move — and it joins here, through this
1134/// same type, rather than through a field of its own.
1135#[derive(Clone, Copy, Debug)]
1136pub enum BodyRef<'a> {
1137 /// A stage-2 NPC, walked by `move-npc`.
1138 Npc(&'a Npc),
1139 /// A stage-5 scripted actor, walked by `move-actor`.
1140 Actor(&'a Actor),
1141}
1142
1143impl<'a> BodyRef<'a> {
1144 /// The declaring stage's wire name (`npcs` / `quests`) — also the stage
1145 /// whose `dsl_version` fences this body's declaration.
1146 pub fn stage(self) -> &'static str {
1147 match self {
1148 BodyRef::Npc(_) => "npcs",
1149 BodyRef::Actor(_) => "quests",
1150 }
1151 }
1152
1153 /// The body's declared id.
1154 pub fn id(self) -> &'a str {
1155 match self {
1156 BodyRef::Npc(n) => n.id.as_str(),
1157 BodyRef::Actor(a) => a.id.as_str(),
1158 }
1159 }
1160
1161 /// The entity id written on the body. **Not necessarily the body that
1162 /// ships**: a `skin` re-dresses it as a `minecraft:mannequin` — see
1163 /// [`Self::worn_entity`].
1164 pub fn declared_entity(self) -> &'a str {
1165 match self {
1166 BodyRef::Npc(n) => n.base_entity.as_str(),
1167 BodyRef::Actor(a) => a.entity.as_str(),
1168 }
1169 }
1170
1171 /// **The entity id the body ships as**: `minecraft:mannequin` when it
1172 /// declares a `skin`, else the declared entity. The one authority for that
1173 /// rule — the compiler's geometric proofs (`nav::npc_body_entity`,
1174 /// `nav::actor_body_entity`) and the equipment fit rule (`DW0898`) all read
1175 /// it.
1176 pub fn worn_entity(self) -> &'a str {
1177 match self.skin() {
1178 Some(_) => "minecraft:mannequin",
1179 None => self.declared_entity(),
1180 }
1181 }
1182
1183 /// **The mark this body is placed on** — the anchor and offset the engine
1184 /// summons it at, for every class alike (spec-0066).
1185 ///
1186 /// A body's placement is a property of the body, not of the stage list that
1187 /// happens to declare it: a mark is a cell, and a cell holds one body. The
1188 /// rule that reads this ([`crate::compiler`]'s `DW0896`, via
1189 /// [`body_sites`]) therefore quantifies over npcs and actors in one pass
1190 /// rather than over `actors[]`, which is where the seven-men-one-anchor
1191 /// muster came from.
1192 pub fn mark(self) -> Mark {
1193 let (anchor, offset) = match self {
1194 BodyRef::Npc(n) => (&n.anchor, n.offset),
1195 BodyRef::Actor(a) => (&a.anchor, a.offset),
1196 };
1197 Mark {
1198 anchor: anchor.clone(),
1199 offset,
1200 }
1201 }
1202
1203 /// The area whose anchor table resolves [`Self::mark`]'s anchor first, when this
1204 /// class declares one.
1205 ///
1206 /// A stage-2 npc names its area and is resolved inside it; a stage-5 actor
1207 /// names none and is resolved across every placed piece, exactly as an
1208 /// `open-gate` / `move-actor` destination is. Stated here so the resolution
1209 /// rule is one rule over both classes and not a per-call-site habit.
1210 pub fn area(self) -> Option<&'a AreaId> {
1211 match self {
1212 BodyRef::Npc(n) => Some(&n.area),
1213 BodyRef::Actor(_) => None,
1214 }
1215 }
1216
1217 /// Whether this body stands on its mark from **world init**, with no effect
1218 /// having to fire.
1219 ///
1220 /// A stage-2 npc does unless it is `deferred`; a stage-5 actor never does —
1221 /// a puppet exists only from the `spawn-actor` that summons it, which is why
1222 /// an actor no `spawn-actor` names never exists at all.
1223 pub fn at_world_init(self) -> bool {
1224 match self {
1225 BodyRef::Npc(n) => !n.deferred,
1226 BodyRef::Actor(_) => false,
1227 }
1228 }
1229
1230 /// Whether a **player** can end this body's life.
1231 ///
1232 /// An npc body is emitted `Invulnerable:1b` unconditionally, so nothing a
1233 /// player does removes it; an actor's puppet is `Invulnerable` unless it
1234 /// declares [`Actor::vulnerable`]. A body a player can kill is one whose
1235 /// lifetime the compiler cannot bound, which is the whole of what this
1236 /// answers.
1237 pub fn killable_by_players(self) -> bool {
1238 match self {
1239 BodyRef::Npc(_) => false,
1240 BodyRef::Actor(a) => a.vulnerable,
1241 }
1242 }
1243
1244 /// This body's traversal declaration, if it carries one.
1245 pub fn traversal(self) -> Option<&'a BodyTraversal> {
1246 match self {
1247 BodyRef::Npc(n) => n.traversal.as_ref(),
1248 BodyRef::Actor(a) => a.traversal.as_ref(),
1249 }
1250 }
1251
1252 /// This body's skin declaration, if it carries one.
1253 ///
1254 /// A skinned body of **either** class ships as a `minecraft:mannequin`
1255 /// whose `profile.texture` resolves to `delvewright:npc/<campaign_id>/<texture_id>`,
1256 /// so either one owes the same `skins/<texture_id>.png` under the same refusal
1257 /// (`DW0309`). Answering it here is what stops the bake from being a
1258 /// property of one class.
1259 pub fn skin(self) -> Option<&'a NpcSkin> {
1260 match self {
1261 BodyRef::Npc(n) => n.skin.as_ref(),
1262 BodyRef::Actor(a) => a.skin.as_ref(),
1263 }
1264 }
1265
1266 /// This class's name in the JSON Schema export (`delvec schema --stage all`).
1267 ///
1268 /// The join between the closed Rust set and the schema, which is the only
1269 /// authority on *which object classes declare what*. `body_skin_sites.rs`
1270 /// compares the two.
1271 pub fn class(self) -> &'static str {
1272 match self {
1273 BodyRef::Npc(_) => "Npc",
1274 BodyRef::Actor(_) => "Actor",
1275 }
1276 }
1277
1278 /// Every body class, by schema name. The closed set, stated once.
1279 pub const ALL_CLASSES: [&'static str; 2] = ["Npc", "Actor"];
1280}
1281
1282/// A staged body declaration, with the JSON pointer at the declaration itself.
1283///
1284/// The pointer is at the OBJECT (`/content/npcs/3`), not at any one of its
1285/// fields: a per-property site appends its own field name. A pointer built per
1286/// property is how two walks of one population start disagreeing about where a
1287/// thing was declared.
1288#[derive(Clone, Debug)]
1289pub struct BodySite<'a> {
1290 /// Which object class declared it, and the object itself.
1291 pub body: BodyRef<'a>,
1292 /// JSON pointer at the declaration, for a diagnostic path.
1293 pub path: String,
1294}
1295
1296/// **Every** body the campaign declares, in stage order: stage-2 npcs in
1297/// declaration order, then stage-5 actors in declaration order.
1298///
1299/// The one walk of the campaign's bodies. A rule about a property a body carries
1300/// is a *filter* over this ([`body_traversal_sites`], [`body_skin_sites`]) — never
1301/// a second traversal, and never a hand-written loop over one stage's list,
1302/// which is exactly how an actor's skin came to be emitted but never baked.
1303pub fn body_sites(c: &crate::envelope::Campaign) -> Vec<BodySite<'_>> {
1304 let mut out: Vec<BodySite<'_>> = Vec::new();
1305 for (i, n) in c.npcs.content.npcs.iter().enumerate() {
1306 out.push(BodySite {
1307 body: BodyRef::Npc(n),
1308 path: format!("/content/npcs/{i}"),
1309 });
1310 }
1311 for (i, a) in c.quests.content.actors.iter().enumerate() {
1312 out.push(BodySite {
1313 body: BodyRef::Actor(a),
1314 path: format!("/content/actors/{i}"),
1315 });
1316 }
1317 out
1318}
1319
1320/// A body that carries a [`BodyTraversal`] declaration, with the JSON pointer at
1321/// it.
1322#[derive(Clone, Debug)]
1323pub struct BodyTraversalSite<'a> {
1324 /// Which object class declared it, and the object itself.
1325 pub body: BodyRef<'a>,
1326 /// JSON pointer at the `traversal` field, for a diagnostic path.
1327 pub path: String,
1328 /// The declaration.
1329 pub traversal: &'a BodyTraversal,
1330}
1331
1332/// Every body in the campaign that DECLARES a traversal, in stage order.
1333///
1334/// The one enumeration of the declaration's consumers, shared by the DSL's value
1335/// check (`DW0455`) and by the compiler's proof (`DW0454`), so "which object
1336/// classes carry this" is answered in exactly one place.
1337pub fn body_traversal_sites(c: &crate::envelope::Campaign) -> Vec<BodyTraversalSite<'_>> {
1338 body_sites(c)
1339 .into_iter()
1340 .filter_map(|s| {
1341 s.body.traversal().map(|t| BodyTraversalSite {
1342 body: s.body,
1343 path: format!("{}/traversal", s.path),
1344 traversal: t,
1345 })
1346 })
1347 .collect()
1348}
1349
1350/// A body that carries an [`NpcSkin`] declaration, with the JSON pointer at it.
1351#[derive(Clone, Debug)]
1352pub struct BodySkinSite<'a> {
1353 /// Which object class declared it, and the object itself.
1354 pub body: BodyRef<'a>,
1355 /// JSON pointer at the `skin` field, for a diagnostic path.
1356 pub path: String,
1357 /// The declaration.
1358 pub skin: &'a NpcSkin,
1359}
1360
1361/// Every body in the campaign that DECLARES a skin, in stage order.
1362///
1363/// The one enumeration of what the resource-pack bake must serve and what
1364/// `DW0309` must refuse, for every class alike — a skinned npc and a skinned
1365/// actor are the same fact about two bodies.
1366///
1367/// **Declarations, not textures.** Two bodies may name one `texture_id` (an npc
1368/// and the puppet that plays it), and the caller decides what that means; the
1369/// bake reads each file once.
1370pub fn body_skin_sites(c: &crate::envelope::Campaign) -> Vec<BodySkinSite<'_>> {
1371 body_sites(c)
1372 .into_iter()
1373 .filter_map(|s| {
1374 s.body.skin().map(|k| BodySkinSite {
1375 body: s.body,
1376 path: format!("{}/skin", s.path),
1377 skin: k,
1378 })
1379 })
1380 .collect()
1381}
1382
1383/// The **mutable mirror** of [`body_skin_sites`]: every skin declaration in the
1384/// campaign, in the identical order, exposed mutably so one pass can rewrite what
1385/// every emitter will read ([`crate::l10n::namespace_skin_textures`]).
1386///
1387/// It carries no [`BodyRef`] and no pointer, because a rewrite needs neither and a
1388/// borrow of the whole body would forbid the field it is there to change. What it
1389/// does owe is the **same population**: a body class that declares a skin and is
1390/// missing here would keep an un-namespaced texture and collide with every other
1391/// delve, silently. `body_skin_sites_mut_is_the_same_walk`
1392/// (`crates/dsl/tests/body_skin_sites.rs`) pins that over a campaign carrying one
1393/// body of every class in [`BodyRef::ALL_CLASSES`] — the closed set the schema
1394/// export is compared against in the same file, so a new body class turns that
1395/// coverage red and both walks are visited together.
1396pub fn body_skins_mut(c: &mut crate::envelope::Campaign) -> Vec<&mut NpcSkin> {
1397 let mut out: Vec<&mut NpcSkin> = Vec::new();
1398 out.extend(
1399 c.npcs
1400 .content
1401 .npcs
1402 .iter_mut()
1403 .filter_map(|n| n.skin.as_mut()),
1404 );
1405 out.extend(
1406 c.quests
1407 .content
1408 .actors
1409 .iter_mut()
1410 .filter_map(|a| a.skin.as_mut()),
1411 );
1412 out
1413}
1414
1415// ---------------------------------------------------------------------------
1416// Stage 2 — npcs
1417// ---------------------------------------------------------------------------
1418
1419/// Stage 2 payload: the campaign's NPCs (casting sheets).
1420#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1421#[serde(deny_unknown_fields)]
1422pub struct NpcsContent {
1423 /// All NPCs in the campaign.
1424 pub npcs: Vec<Npc>,
1425}
1426
1427/// A stationary NPC bound to an area anchor (a casting sheet, spec-0001 v0.2).
1428///
1429/// Stage 2 carries **no dialogue** — the structured [`Persona`] is the character
1430/// contract the stage-6 `dialogue` tree must honor.
1431#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1432#[serde(deny_unknown_fields)]
1433pub struct Npc {
1434 /// Unique NPC id.
1435 pub id: NpcId,
1436 /// Player-facing name.
1437 pub name: String,
1438 /// NPC role.
1439 pub role: Role,
1440 /// The area this NPC stands in (stage-1 ref).
1441 pub area: AreaId,
1442 /// The prefab anchor this NPC stands on.
1443 pub anchor: AnchorId,
1444 /// Integer `[x, y, z]` block offset from `anchor` (spec-0066, default
1445 /// `[0, 0, 0]`): the NPC stands at the [`Mark`] the two fields spell.
1446 #[serde(default, skip_serializing_if = "is_zero3")]
1447 pub offset: [i32; 3],
1448 /// The vanilla entity to re-dress, e.g. `minecraft:villager`.
1449 pub base_entity: String,
1450 /// The structured persona (character contract for stage 6).
1451 pub persona: Persona,
1452 /// Optional player-model skin (DSL v0.4, spec-0008 §6 / spec-0009). When set,
1453 /// the compiler emits a `minecraft:mannequin` body carrying this skin profile
1454 /// instead of re-dressing `base_entity`; the interaction hitbox is unchanged.
1455 /// Non-skinned NPCs are byte-identical to v0.3.
1456 #[serde(default, skip_serializing_if = "Option::is_none")]
1457 pub skin: Option<NpcSkin>,
1458 /// Deferred entrance (DSL v0.6): when `true` the NPC is **not** summoned at
1459 /// world init — its body and interaction hitbox only appear when a
1460 /// [`Verb::SpawnNpc`] fires, at this same `anchor`. The dual of
1461 /// `despawn-npc`: a character with a scripted entrance must not stand at its
1462 /// mark as a statue from minute one. A deferred NPC that no `spawn-npc` ever
1463 /// spawns is unreachable content (`DW0197`). Default `false` = summoned at
1464 /// init, byte-identical to pre-0.6.
1465 #[serde(default, skip_serializing_if = "is_false")]
1466 pub deferred: bool,
1467 /// What this body can do when it moves (DSL v0.11, spec-0034). Absent = the
1468 /// class the compiler derives from `base_entity` (or from `minecraft:mannequin`
1469 /// when `skin` is set — the body that actually ships). See [`BodyTraversal`]:
1470 /// the declaration must change a verdict or it is `DW0454`, and it can never
1471 /// reach the error tier.
1472 #[serde(default, skip_serializing_if = "Option::is_none")]
1473 pub traversal: Option<BodyTraversal>,
1474}
1475
1476/// A mannequin NPC's player-model skin (DSL v0.4). The skin PNG is sourced from
1477/// the campaign dir's `skins/<texture_id>.png` and ships in the per-delve resource
1478/// pack at `assets/delvewright/textures/npc/<campaign_id>/<texture_id>.png`, which
1479/// is what the mannequin's `profile.texture` resolves to. The delve's own
1480/// directory is stamped on at emission ([`crate::l10n::namespace_skin_textures`])
1481/// — a client merges every applied pack's textures into ONE space, so two delves
1482/// that both cast a `keeper` would otherwise wear each other's faces. Nothing a
1483/// creator writes or names on disk carries it.
1484#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1485#[serde(deny_unknown_fields)]
1486pub struct NpcSkin {
1487 /// Skin id: the PNG basename under `skins/`, and the last segment of the
1488 /// resource-pack texture path (a bare kebab token; validated by `DW0190`).
1489 pub texture_id: String,
1490 /// Player model. **Required** (spec-0009): an omitted model renders slim, so
1491 /// a wide skin on a slim model is distorted — the compiler always emits it.
1492 pub model: SkinModel,
1493}
1494
1495/// Player-model shape for a mannequin skin (`wide` = classic/Steve, `slim` =
1496/// Alex). Emitted verbatim into the mannequin `profile.model`.
1497#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1498#[serde(rename_all = "kebab-case")]
1499pub enum SkinModel {
1500 /// Classic 4-pixel arms (Steve).
1501 Wide,
1502 /// Slim 3-pixel arms (Alex).
1503 Slim,
1504}
1505
1506impl SkinModel {
1507 /// The vanilla `profile.model` token.
1508 pub fn token(self) -> &'static str {
1509 match self {
1510 SkinModel::Wide => "wide",
1511 SkinModel::Slim => "slim",
1512 }
1513 }
1514}
1515
1516/// A structured casting sheet. Structure lives in the
1517/// keys; every value is free text. `archetype`, `speech_style` and `motivation`
1518/// are required; the rest are optional.
1519#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1520#[serde(deny_unknown_fields)]
1521pub struct Persona {
1522 /// One-line character archetype (required).
1523 pub archetype: String,
1524 /// How the NPC speaks — register, tics, formality (required).
1525 pub speech_style: String,
1526 /// Emotional bearing toward the player (optional).
1527 #[serde(default, skip_serializing_if = "Option::is_none")]
1528 pub demeanor: Option<String>,
1529 /// What the NPC wants (required).
1530 pub motivation: String,
1531 /// Something the NPC hides (optional).
1532 #[serde(default, skip_serializing_if = "Option::is_none")]
1533 pub secret: Option<String>,
1534 /// Backstory colour (optional).
1535 #[serde(default, skip_serializing_if = "Option::is_none")]
1536 pub backstory: Option<String>,
1537 /// Attitudes toward other same-stage NPCs (optional; refs validated).
1538 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1539 pub relationships: Vec<Relationship>,
1540}
1541
1542/// One persona relationship: an attitude toward another same-stage NPC.
1543#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1544#[serde(deny_unknown_fields)]
1545pub struct Relationship {
1546 /// The other NPC (stage-2 ref, validated within stage 2).
1547 pub npc: NpcId,
1548 /// Free-text attitude toward that NPC.
1549 pub attitude: String,
1550}
1551
1552/// What a speaking part does. A schema enum offers what the engine accepts,
1553/// so there are two of them: how hard a fight is billed is [`EncounterTier`] on
1554/// the body that fights (a `waves[]` entry or a stage-5 actor), not a role here.
1555#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
1556#[serde(rename_all = "kebab-case")]
1557pub enum Role {
1558 /// Gives and advances quests.
1559 QuestGiver,
1560 /// Flavor only.
1561 Flavor,
1562}
1563
1564// ---------------------------------------------------------------------------
1565// Stage 6 — dialogue
1566// ---------------------------------------------------------------------------
1567
1568/// Stage 6 payload: one dialogue tree per stage-2 NPC (spec-0001 v0.2).
1569#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1570#[serde(deny_unknown_fields)]
1571pub struct DialogueContent {
1572 /// One tree per NPC (1:1 with stage 2, both directions).
1573 pub dialogues: Vec<NpcDialogue>,
1574}
1575
1576impl DialogueContent {
1577 /// The dialogue tree for an NPC id, if present.
1578 pub fn tree_for(&self, npc: &str) -> Option<&NpcDialogue> {
1579 self.dialogues.iter().find(|t| t.npc.as_str() == npc)
1580 }
1581}
1582
1583/// One NPC's dialogue tree: a root node plus a set of nodes.
1584#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1585#[serde(deny_unknown_fields)]
1586pub struct NpcDialogue {
1587 /// The NPC this tree belongs to (stage-2 ref).
1588 pub npc: NpcId,
1589 /// The entry node id; every node must be reachable from it.
1590 pub root: DialogueId,
1591 /// The dialogue nodes.
1592 pub nodes: Vec<DialogueNode>,
1593}
1594
1595impl NpcDialogue {
1596 /// The ids of the nodes reachable from `roots` by following option `next`
1597 /// edges, ignoring every option gate.
1598 ///
1599 /// **The one authority for "what can this tree show, entered here".** A
1600 /// dialogue tree has more than one entry point — the stage-6 `root`, and
1601 /// every node a quest's `cast` ledger names as a scene — so "reachable" is
1602 /// always relative to a root SET, and each consumer supplies the set its own
1603 /// question is about. `DW0120`/`DW0123` ask about every entry point at once;
1604 /// the cast ledger's `DW0858` asks about the scenes live during one
1605 /// objective. Gates are ignored on purpose: an option's flag gate is
1606 /// `DW0191`'s question, not this one's.
1607 ///
1608 /// Root ids that name no node of this tree contribute nothing (a dangling
1609 /// scene root is `DW0464`, and a dangling stage-6 `root` is `DW0121`).
1610 pub fn reachable_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1611 let by_id: BTreeMap<&'a str, &'a DialogueNode> =
1612 self.nodes.iter().map(|n| (n.id.as_str(), n)).collect();
1613 let mut seen: BTreeSet<&'a str> = BTreeSet::new();
1614 let mut stack: Vec<&'a str> = roots
1615 .iter()
1616 .filter_map(|r| by_id.get_key_value(*r).map(|(k, _)| *k))
1617 .collect();
1618 while let Some(cur) = stack.pop() {
1619 if !seen.insert(cur) {
1620 continue;
1621 }
1622 let Some(node) = by_id.get(cur) else { continue };
1623 for opt in &node.options {
1624 if let Some(next) = &opt.next
1625 && let Some((k, _)) = by_id.get_key_value(next.as_str())
1626 {
1627 stack.push(k);
1628 }
1629 }
1630 }
1631 seen
1632 }
1633
1634 /// The objective ids some option reachable from `roots` completes — what a
1635 /// player entering this tree at those scenes can actually finish.
1636 pub fn completes_from<'a>(&'a self, roots: &[&str]) -> BTreeSet<&'a str> {
1637 let seen = self.reachable_from(roots);
1638 let mut out: BTreeSet<&'a str> = BTreeSet::new();
1639 for node in &self.nodes {
1640 if !seen.contains(node.id.as_str()) {
1641 continue;
1642 }
1643 for opt in &node.options {
1644 for eff in &opt.effects {
1645 if let DialogueEffect::CompleteObjective { objective } = eff {
1646 out.insert(objective.as_str());
1647 }
1648 }
1649 }
1650 }
1651 out
1652 }
1653}
1654
1655/// One dialogue node: text plus branching options.
1656#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1657#[serde(deny_unknown_fields)]
1658pub struct DialogueNode {
1659 /// Node id (unique within this NPC's dialogue).
1660 pub id: DialogueId,
1661 /// The line the NPC speaks.
1662 pub text: String,
1663 /// Branching options; empty closes the dialog.
1664 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1665 pub options: Vec<DialogueOption>,
1666}
1667
1668/// One selectable dialogue option.
1669#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1670#[serde(deny_unknown_fields)]
1671pub struct DialogueOption {
1672 /// Button label.
1673 pub label: String,
1674 /// The full line this button is the caption of (DSL v0.8). Vanilla's dialog button codec
1675 /// (`CommonButtonData`) carries an optional `tooltip` component beside
1676 /// `label`, and the client hangs it on the button as a real hover tooltip —
1677 /// so a caption on the button and the sentence the character actually says
1678 /// can both exist. **Not** subject to `DW0331`: a tooltip is not drawn on the
1679 /// 150 px button, it is wrapped at 170 px into its own hover box, so it never
1680 /// scrolls. Player-visible, so it translates like the label
1681 /// (`dlg.<npc>.<node>.opt.<i>.tooltip`).
1682 #[serde(default, skip_serializing_if = "Option::is_none")]
1683 pub tooltip: Option<String>,
1684 /// Next node; omitted closes the dialog.
1685 #[serde(default, skip_serializing_if = "Option::is_none")]
1686 pub next: Option<DialogueId>,
1687 /// Flags that must be set for this option to be shown (DSL v0.4). Mirrors an
1688 /// objective's `requires_flags`: an ungated option (empty) is unchanged; a
1689 /// gated option is hidden until every referenced flag has been set by a
1690 /// `set-flag` effect (quest or dialogue). Validation guarantees a flag-gated
1691 /// option cannot make a critical-path node unreachable (`DW0191`).
1692 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1693 pub requires_flags: Vec<FlagId>,
1694 /// Negative flag gate (DSL v0.6): the option is
1695 /// **hidden** (and its `/trigger` handler inert) while ANY listed flag is set
1696 /// for the player — the dual of `requires_flags`. A `forbids_flags`-gated
1697 /// option counts as *gated* for the `DW0191` deadlock guard: it can be
1698 /// suppressed at any point, so it cannot be the only completing path.
1699 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1700 pub forbids_flags: Vec<FlagId>,
1701 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
1702 /// hold for this gate to be open. The third field of the one gate, carried by
1703 /// every gate consumer — never by the verb that first wanted it. Default
1704 /// empty, so a pre-0.10 campaign is byte-identical.
1705 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1706 pub requires_state: Vec<StateCompare>,
1707 /// Effects fired when this option is chosen.
1708 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1709 pub effects: Vec<DialogueEffect>,
1710 /// What choosing this option does to the story (spec-0025). Required for a
1711 /// **story-weight** beat
1712 /// — an option carrying a `set-flag` effect, which is how a player's choice
1713 /// forks the world (`DW0481`). An option that only walks the tree or
1714 /// completes an objective needs none: the objective already declares one.
1715 #[serde(default, skip_serializing_if = "Option::is_none")]
1716 pub happening: Option<Happening>,
1717}
1718
1719/// Effect fired by a dialogue option. `complete-objective` (v0.2) and, from DSL
1720/// v0.4, `set-flag` (mirrors the quest effect — sets a campaign flag from a
1721/// dialogue choice, enabling flag-gated options/objectives/triggers).
1722#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1723#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
1724pub enum DialogueEffect {
1725 /// Marks a stage-5 objective complete.
1726 CompleteObjective {
1727 /// The objective to complete (resolved at the stage-5 boundary).
1728 objective: ObjectiveId,
1729 },
1730 /// Sets a campaign flag (DSL v0.4), mirroring [`Verb::SetFlag`].
1731 SetFlag {
1732 /// The flag to set.
1733 flag: FlagId,
1734 },
1735 /// Cuts the world time (DSL v0.5), mirroring [`Verb::SetTime`].
1736 SetTime {
1737 /// The time state to cut to.
1738 time: WorldTime,
1739 },
1740 /// Cuts the weather (DSL v0.5), mirroring [`Verb::SetWeather`].
1741 SetWeather {
1742 /// The weather state to cut to.
1743 weather: WorldWeather,
1744 },
1745 /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012), mirroring
1746 /// [`Verb::SetCheckpoint`] — usable from a dialogue outcome.
1747 SetCheckpoint {
1748 /// The prefab checkpoint anchor the party respawns at.
1749 anchor: AnchorId,
1750 /// Per-player effects re-run on respawn while this checkpoint is active
1751 /// (scene reset). Empty = no hook.
1752 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1753 on_respawn: Vec<QuestEffect>,
1754 },
1755 /// Summons a `deferred` stage-2 NPC (DSL v0.6), mirroring
1756 /// [`Verb::SpawnNpc`] — a character who walks in mid-conversation.
1757 SpawnNpc {
1758 /// The NPC (stage-2 ref) to summon.
1759 npc: NpcId,
1760 },
1761}
1762
1763impl DialogueEffect {
1764 /// The v0.5 effect name if this dialogue effect is one introduced in DSL v0.5
1765 /// (`set-time`/`set-weather`, spec-0010).
1766 pub fn v05_effect(&self) -> Option<&'static str> {
1767 match self {
1768 DialogueEffect::SetTime { .. } => Some("set-time"),
1769 DialogueEffect::SetWeather { .. } => Some("set-weather"),
1770 _ => None,
1771 }
1772 }
1773
1774 /// The v0.6 effect name if this dialogue effect is one introduced in DSL v0.6
1775 /// (`set-checkpoint`, spec-0012; `spawn-npc`).
1776 pub fn v06_effect(&self) -> Option<&'static str> {
1777 match self {
1778 DialogueEffect::SetCheckpoint { .. } => Some("set-checkpoint"),
1779 DialogueEffect::SpawnNpc { .. } => Some("spawn-npc"),
1780 _ => None,
1781 }
1782 }
1783
1784 /// The NPC id if this is a v0.6 `spawn-npc` dialogue effect.
1785 pub fn spawn_npc(&self) -> Option<&NpcId> {
1786 match self {
1787 DialogueEffect::SpawnNpc { npc } => Some(npc),
1788 _ => None,
1789 }
1790 }
1791
1792 /// **The body this dialogue effect puts into the world**, by id — the
1793 /// dialogue half of [`QuestEffect::body_entry`].
1794 ///
1795 /// A body can enter the world from a conversation as well as from a quest
1796 /// bundle, and a rule about what is standing where has to enumerate **every**
1797 /// entry point or it is a gate with a door beside it. This enum carries no
1798 /// exit at all: nothing a dialogue option does removes a body.
1799 pub fn body_entry(&self) -> Option<&str> {
1800 match self {
1801 DialogueEffect::SpawnNpc { npc } => Some(npc.as_str()),
1802 _ => None,
1803 }
1804 }
1805
1806 /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` dialogue effect.
1807 pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
1808 match self {
1809 DialogueEffect::SetCheckpoint { anchor, on_respawn } => {
1810 Some((anchor, on_respawn.as_slice()))
1811 }
1812 _ => None,
1813 }
1814 }
1815
1816 /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect —
1817 /// **effect root 5** ([`crate::effects`]). Named separately from
1818 /// [`Self::set_checkpoint`] so the root walk and its mutable mirror name the
1819 /// same accessor modulo mutability, which is what lets one macro body generate
1820 /// both.
1821 pub fn set_checkpoint_on_respawn(&self) -> Option<&[QuestEffect]> {
1822 match self {
1823 DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_slice()),
1824 _ => None,
1825 }
1826 }
1827
1828 /// The `on_respawn` bundle of a v0.6 `set-checkpoint` dialogue effect, exposed
1829 /// mutably so the localization pass can rewrite the player-visible strings
1830 /// nested inside it. Lockstep sibling of [`Self::set_checkpoint`] — the bundle
1831 /// is a plain `Vec<QuestEffect>` that emission really lowers, so every scan
1832 /// that reaches it read-only needs a way to reach it writable too.
1833 pub fn set_checkpoint_on_respawn_mut(&mut self) -> Option<&mut [QuestEffect]> {
1834 match self {
1835 DialogueEffect::SetCheckpoint { on_respawn, .. } => Some(on_respawn.as_mut_slice()),
1836 _ => None,
1837 }
1838 }
1839}
1840
1841impl DialogueEffect {
1842 /// The `set-flag` flag id if this is a v0.4 `set-flag` dialogue effect.
1843 pub fn set_flag(&self) -> Option<&FlagId> {
1844 match self {
1845 DialogueEffect::SetFlag { flag } => Some(flag),
1846 _ => None,
1847 }
1848 }
1849
1850 /// The v0.4 effect name if this dialogue effect is one introduced in DSL v0.4
1851 /// (`set-flag`).
1852 pub fn v04_effect(&self) -> Option<&'static str> {
1853 match self {
1854 DialogueEffect::SetFlag { .. } => Some("set-flag"),
1855 _ => None,
1856 }
1857 }
1858
1859 /// The target time if this is a v0.5 `set-time` dialogue effect.
1860 pub fn set_time(&self) -> Option<WorldTime> {
1861 match self {
1862 DialogueEffect::SetTime { time } => Some(*time),
1863 _ => None,
1864 }
1865 }
1866
1867 /// The target weather if this is a v0.5 `set-weather` dialogue effect.
1868 pub fn set_weather(&self) -> Option<WorldWeather> {
1869 match self {
1870 DialogueEffect::SetWeather { weather } => Some(*weather),
1871 _ => None,
1872 }
1873 }
1874}
1875
1876// ---------------------------------------------------------------------------
1877// Stage 3 — classes
1878// ---------------------------------------------------------------------------
1879
1880/// Stage 3 payload: 1..4 selectable classes.
1881#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1882#[serde(deny_unknown_fields)]
1883pub struct ClassesContent {
1884 /// The selectable classes.
1885 pub classes: Vec<Class>,
1886}
1887
1888/// A player class with a starting kit.
1889#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1890#[serde(deny_unknown_fields)]
1891pub struct Class {
1892 /// Unique class id.
1893 pub id: ClassId,
1894 /// Player-facing name.
1895 pub name: String,
1896 /// Selection-screen blurb.
1897 pub blurb: String,
1898 /// Granted items.
1899 pub kit: Vec<KitItem>,
1900}
1901
1902/// One item in a class kit.
1903///
1904/// Note: `lore`, `enchantments` and `attributes` are reserved for M2/M3
1905/// (spec-0001). They are intentionally *not* defined as fields in v0, so a
1906/// document using them is rejected as an unknown field (`DW0100`).
1907#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1908#[serde(deny_unknown_fields)]
1909pub struct KitItem {
1910 /// Vanilla item id, validated against the pinned 1.21.11 registry.
1911 pub item: String,
1912 /// Stack count.
1913 pub count: u32,
1914 /// Optional display name.
1915 #[serde(default, skip_serializing_if = "Option::is_none")]
1916 pub name: Option<String>,
1917 /// Who gets it (DSL v0.6, spec-0018). Absent = [`Carrier::All`]. A class kit is
1918 /// per-player gear by construction — every player who picks the class gets the
1919 /// kit — so `carrier` here marks a **party-unique** kit item: exactly one copy
1920 /// enters the party, given to the first player to pick this class.
1921 #[serde(default, skip_serializing_if = "Option::is_none")]
1922 pub carrier: Option<Carrier>,
1923 /// **The flask** (DSL v0.8, spec-0016 §1): this kit
1924 /// entry is the class's recovery item, and resting at a bonfire replenishes
1925 /// it to exactly `count`. A campaign that places a `bonfire` and declares no
1926 /// flask anywhere in its kits is `DW0476` — the estus loop is what makes
1927 /// dying an investment, so a souls campaign without one is a build error, not
1928 /// a design choice. Absent on every pre-0.8 kit → emission byte-identical.
1929 #[serde(default, skip_serializing_if = "is_false")]
1930 pub flask: bool,
1931 /// **What is in the bottle** (DSL v0.8, spec-0016 §1): the vanilla
1932 /// `minecraft:potion_contents` component of a
1933 /// potion-bearing item ([`POTION_BEARING_ITEMS`]). Without it a
1934 /// `minecraft:potion` is the *Uncraftable Potion* — a bottle that heals
1935 /// nothing — which is exactly the placeholder flask this field exists to
1936 /// abolish, so at `dsl_version` 0.8.0 a potion-bearing kit item that declares
1937 /// no `contents` is `DW0487`.
1938 #[serde(default, skip_serializing_if = "Option::is_none")]
1939 pub contents: Option<PotionContents>,
1940}
1941
1942/// The items whose vanilla item definition carries a `minecraft:potion_contents`
1943/// component — the only items a kit `contents` may be declared on (`DW0486`).
1944///
1945/// Read off the pinned 1.21.11 `item_components` summary (SHA-256
1946/// `51b191e13f86813ca02f1498942e5bc235947edb71eb8105a78401670b3665c4`, the same
1947/// misode/mcmeta ref `crates/delvec/data/PROVENANCE.md` pins): exactly these
1948/// four items declare the component, and on any other item the game drops the
1949/// data on the floor.
1950pub const POTION_BEARING_ITEMS: &[&str] = &[
1951 "minecraft:lingering_potion",
1952 "minecraft:potion",
1953 "minecraft:splash_potion",
1954 "minecraft:tipped_arrow",
1955];
1956
1957/// True if `item_id` (optionally un-namespaced) is one of the four
1958/// [`POTION_BEARING_ITEMS`].
1959pub fn is_potion_bearing_item(item_id: &str) -> bool {
1960 let norm = if item_id.contains(':') {
1961 item_id.to_string()
1962 } else {
1963 format!("minecraft:{item_id}")
1964 };
1965 POTION_BEARING_ITEMS.contains(&norm.as_str())
1966}
1967
1968/// The two **instantaneous** status effects: they are applied once, on the tick
1969/// the potion is drunk (`PotionContents.applyToLivingEntity` branches on
1970/// `isInstantenous` before any effect instance is ever added), so a `duration` on
1971/// one is a statement the game never reads — `DW0486` says so rather than letting
1972/// an author believe they wrote a thirty-second heal.
1973pub const INSTANT_EFFECTS: &[&str] = &["minecraft:instant_health", "minecraft:instant_damage"];
1974
1975/// A potion-bearing kit item's `minecraft:potion_contents` component (DSL v0.8),
1976/// modelled field for field on vanilla rather than invented: a **named** potion,
1977/// a list of **custom effects**, or both, plus the bottle-colour override.
1978///
1979/// Vanilla resolves a drink as the named potion's effects followed by the custom
1980/// ones, and derives the bottle colour from those effects unless `color`
1981/// overrides it — so `{"potion": "minecraft:strong_healing"}` is literally the
1982/// Potion of Healing II a player would brew, not an approximation of one.
1983#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
1984#[serde(deny_unknown_fields)]
1985pub struct PotionContents {
1986 /// A named vanilla potion id (`minecraft:strong_healing`,
1987 /// `minecraft:long_night_vision`, …), validated against the pinned 1.21.11
1988 /// `potion` registry (`DW0486`).
1989 #[serde(default, skip_serializing_if = "Option::is_none")]
1990 pub potion: Option<String>,
1991 /// Custom effects applied on top of (or instead of) the named potion — the
1992 /// escape hatch for a recovery item vanilla has no brew for.
1993 #[serde(default, skip_serializing_if = "Vec::is_empty")]
1994 pub effects: Vec<PotionEffect>,
1995 /// Bottle-colour override, `#rrggbb` (vanilla `custom_color`). Absent → the
1996 /// colour vanilla derives from the effects themselves.
1997 #[serde(default, skip_serializing_if = "Option::is_none")]
1998 pub color: Option<String>,
1999}
2000
2001/// One entry of a potion's `custom_effects` list.
2002#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2003#[serde(deny_unknown_fields)]
2004pub struct PotionEffect {
2005 /// Vanilla status-effect id (e.g. `minecraft:regeneration`), validated
2006 /// against the pinned registry (`DW0486`).
2007 pub effect: String,
2008 /// How long it lasts, in **ticks** (20 = one second). Required for every
2009 /// effect except the two [`INSTANT_EFFECTS`], which must NOT declare one.
2010 #[serde(default, skip_serializing_if = "Option::is_none")]
2011 pub duration: Option<u32>,
2012 /// Amplifier, 0 = level I (vanilla's unsigned byte, so 0–255). Absent = 0.
2013 #[serde(default, skip_serializing_if = "Option::is_none")]
2014 pub amplifier: Option<u32>,
2015}
2016
2017impl PotionEffect {
2018 /// True if this effect is applied once on drinking rather than over time.
2019 pub fn is_instant(&self) -> bool {
2020 let norm = crate::registry::namespaced_effect_id(&self.effect);
2021 INSTANT_EFFECTS.contains(&norm.as_str())
2022 }
2023}
2024
2025/// The largest `duration` a potion effect may declare, in ticks: 1 000 000 ticks
2026/// ≈ 13.9 hours, past the 10-hour delve ceiling, so nothing a delve can legally
2027/// need is refused — while a duration typed in *milliseconds*, or one that would
2028/// overflow vanilla's int, is caught (`DW0486`).
2029pub const MAX_POTION_DURATION_TICKS: u32 = 1_000_000;
2030
2031/// The largest `amplifier` a potion effect may declare: vanilla stores it in an
2032/// unsigned byte, so 255 is not a policy but the end of the field.
2033pub const MAX_POTION_AMPLIFIER: u32 = 255;
2034
2035/// The largest `seconds` a [`Verb::GiveEffect`] may declare, derived from
2036/// [`MAX_POTION_DURATION_TICKS`] rather than chosen again: the two are the same
2037/// quantity in different units, and a second independently-picked ceiling is how
2038/// two limits for one fact drift apart. ≈13.9 hours, past the 10-hour delve
2039/// ceiling, so nothing a delve can legally need is refused — while a duration
2040/// typed in *ticks* or in milliseconds is caught (`DW0541`).
2041pub const MAX_EFFECT_SECONDS: u32 = MAX_POTION_DURATION_TICKS / 20;
2042
2043/// The canonical English title of the bonfire rest dialog. Baked at emit time
2044/// when the campaign authors no `prompt`, in the
2045/// `world.boundary.message` tradition: a compiler default is not inventoried, an
2046/// authored line is — so a delve that wants this sentence in `zh-cn` authors it.
2047pub const BONFIRE_PROMPT_EN: &str = "Bonfire";
2048/// The canonical English label of the **rest and save** option.
2049pub const BONFIRE_REST_LABEL_EN: &str = "Rest and save";
2050/// The canonical English label of the **save only** option.
2051pub const BONFIRE_SAVE_LABEL_EN: &str = "Save only";
2052
2053/// A `bonfire`'s authored rest-dialog strings, each `None` when the campaign
2054/// leaves the compiler's canonical English in place
2055/// ([`QuestEffect::bonfire_labels`]).
2056#[derive(Clone, Copy, Debug, PartialEq, Eq)]
2057pub struct BonfireLabels<'a> {
2058 /// Dialog title; `None` → [`BONFIRE_PROMPT_EN`].
2059 pub prompt: Option<&'a str>,
2060 /// **Rest and save** button label; `None` → [`BONFIRE_REST_LABEL_EN`].
2061 pub rest_label: Option<&'a str>,
2062 /// **Save only** button label; `None` → [`BONFIRE_SAVE_LABEL_EN`].
2063 pub save_label: Option<&'a str>,
2064 /// **Rest and save** button hover tooltip (spec-0078); `None` → none emitted.
2065 pub rest_tooltip: Option<&'a str>,
2066 /// **Save only** button hover tooltip (spec-0078); `None` → none emitted.
2067 pub save_tooltip: Option<&'a str>,
2068}
2069
2070impl BonfireLabels<'_> {
2071 /// The dialog title actually emitted.
2072 pub fn prompt_or_default(&self) -> &str {
2073 self.prompt.unwrap_or(BONFIRE_PROMPT_EN)
2074 }
2075 /// The **rest and save** label actually emitted.
2076 pub fn rest_or_default(&self) -> &str {
2077 self.rest_label.unwrap_or(BONFIRE_REST_LABEL_EN)
2078 }
2079 /// The **save only** label actually emitted.
2080 pub fn save_or_default(&self) -> &str {
2081 self.save_label.unwrap_or(BONFIRE_SAVE_LABEL_EN)
2082 }
2083}
2084
2085// ---------------------------------------------------------------------------
2086// Stage 4 — quest-plan
2087// ---------------------------------------------------------------------------
2088
2089/// Stage 4 payload: the quest dependency plan.
2090#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2091#[serde(deny_unknown_fields)]
2092pub struct QuestPlanContent {
2093 /// Planned quests (expanded in stage 5).
2094 pub quests: Vec<PlannedQuest>,
2095 /// The quest whose completion ends the campaign.
2096 pub finale: QuestId,
2097 /// The campaign's declared **story forks** (DSL v0.8, spec-0025). Empty/absent = a campaign that claims to have no
2098 /// branch — which the compiler then *verifies* rather than assumes: any flag
2099 /// that gates casts, staging or structure and is set on some playthroughs and
2100 /// not others belongs to no declared point and is `DW0480`.
2101 ///
2102 /// Enumerated branches are the **product of the declared points**, so the
2103 /// branch set is authored and small — never a combinatorial sweep of every
2104 /// flag in the campaign.
2105 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2106 pub branch_points: Vec<BranchPoint>,
2107}
2108
2109impl QuestPlanContent {
2110 /// **The ONE authority on which quests are the spine**: the finale and every
2111 /// quest its `depends_on` chain transitively demands — the quests a body
2112 /// cannot reach the finale without.
2113 ///
2114 /// The capability belongs here, on the stage-4 document, because the spine is
2115 /// a fact about the quest plan and about nothing else. It had grown two
2116 /// derivations of the same closure in two files — one inline in
2117 /// [`crate::validate`]'s `DW0132` convergence check, one a private
2118 /// `mandatory_quests` in [`crate::layout`] read by the layout binding and by
2119 /// the critical-path spine obligation. Both were correct and neither said it
2120 /// was the authority, which is exactly the shape a later clean merge turns
2121 /// into two rules that disagree.
2122 ///
2123 /// **Why the closure is taken over the raw `depends_on` edges, unfiltered.**
2124 /// The `validate` copy first dropped every dep naming a quest the plan does
2125 /// not declare. That filtering is not this function's question: a dangling
2126 /// `depends_on` is `DW0112`'s finding, and silently pruning it here would
2127 /// make the set disagree with the document it is derived from. So an id the
2128 /// plan does not declare is reported in the spine and expands no further —
2129 /// and the one reader that could care, `DW0132`, only ever asks whether a
2130 /// **declared** quest is a member, so an undeclared member cannot change its
2131 /// verdict.
2132 ///
2133 /// Cycle-safe by construction (a quest already in the set is not expanded
2134 /// again), so a plan `DW0130` will refuse still yields a set rather than
2135 /// hanging.
2136 ///
2137 /// **Not the same question as the `mandatory` field**, and the name says so
2138 /// deliberately. Today the two sets always coincide, because `DW0132` demands
2139 /// every declared quest be a transitive dependency of the finale and `DW0866`
2140 /// demands every quest set `mandatory: true`. If `mandatory: false` ever
2141 /// becomes legal those coincide no longer, and this function keeps answering
2142 /// the graph question it has always answered.
2143 #[must_use]
2144 pub fn spine(&self) -> BTreeSet<&str> {
2145 let deps: BTreeMap<&str, &[QuestId]> = self
2146 .quests
2147 .iter()
2148 .map(|q| (q.id.as_str(), q.depends_on.as_slice()))
2149 .collect();
2150 let mut spine: BTreeSet<&str> = BTreeSet::new();
2151 let mut stack = vec![self.finale.as_str()];
2152 while let Some(q) = stack.pop() {
2153 if !spine.insert(q) {
2154 continue;
2155 }
2156 for dep in deps.get(q).copied().unwrap_or(&[]) {
2157 stack.push(dep.as_str());
2158 }
2159 }
2160 spine
2161 }
2162
2163 /// **The ONE authority on which quests are elective** (spec-0051): the
2164 /// quests declaring `mandatory: false`.
2165 ///
2166 /// The counterpart to [`Self::spine`], and deliberately a *different*
2167 /// question. `spine` asks what the graph demands; this asks what the author
2168 /// claims. `DW0866`/`DW0867` are exactly the rules that keep the two
2169 /// answers honest about each other, and they can only do that while each
2170 /// side has one derivation — which is the defect the spine function was
2171 /// created to end, and which a second private `!q.mandatory` filter in the
2172 /// compiler would re-introduce on the other half.
2173 #[must_use]
2174 pub fn optional(&self) -> BTreeSet<&str> {
2175 self.quests
2176 .iter()
2177 .filter(|q| !q.mandatory)
2178 .map(|q| q.id.as_str())
2179 .collect()
2180 }
2181}
2182
2183/// One declared story fork (DSL v0.8, spec-0025).
2184///
2185/// A branch point names the flag set the story forks on, the quest at which the
2186/// fork opens, and every branch it offers. Each branch pins the point's whole
2187/// flag set: the flags it lists are **set**, and every other flag of `forks_on`
2188/// is **not** — which is what makes exclusive-content leakage (`DW0484`) and
2189/// per-branch cast resolution (`DW0483`) decidable instead of hopeful.
2190#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2191#[serde(deny_unknown_fields)]
2192pub struct BranchPoint {
2193 /// Unique branch-point id.
2194 pub id: BranchPointId,
2195 /// The quest at which the fork opens — every branch's divergent content is at
2196 /// or after it in the stage-4 DAG.
2197 pub opens_at: QuestId,
2198 /// The flag set the story forks on. Every branch's `flags` is a subset of
2199 /// this, and the flags it does not list are pinned **unset** on that branch.
2200 pub forks_on: Vec<FlagId>,
2201 /// The alternatives (≥ 2).
2202 pub branches: Vec<BranchDecl>,
2203}
2204
2205/// One alternative of a [`BranchPoint`] (DSL v0.8, spec-0025).
2206#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2207#[serde(deny_unknown_fields)]
2208pub struct BranchDecl {
2209 /// Unique branch id (campaign-wide — it names the emitted chronicle file).
2210 pub id: BranchId,
2211 /// The subset of the point's `forks_on` that is SET on this branch. The rest
2212 /// of `forks_on` is pinned unset. An empty list is legal — the "took neither
2213 /// option" branch — as long as it is genuinely reachable.
2214 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2215 pub flags: Vec<FlagId>,
2216 /// Where this branch goes: either the `quest/<kebab>` the branches converge
2217 /// at, or the `ending/<kebab>` this branch runs to.
2218 ///
2219 /// One field, not two mutually exclusive ones, because the **id prefix
2220 /// already says which it is** — the same convention every cross-stage
2221 /// reference in the DSL uses. That is what makes "exactly one of them" an
2222 /// unrepresentable state rather than a rule some diagnostic has to police: a
2223 /// value that is neither a syntactically valid `quest/…` nor `ending/…` is
2224 /// the ordinary malformed-id `DW0110`, and one that names nothing is the
2225 /// ordinary dangling-reference `DW0112`.
2226 pub leads_to: String,
2227}
2228
2229impl BranchDecl {
2230 /// The convergence quest, if [`Self::leads_to`] names one.
2231 pub fn converges_at(&self) -> Option<QuestId> {
2232 let q = QuestId(self.leads_to.clone());
2233 q.is_valid_syntax().then_some(q)
2234 }
2235
2236 /// The ending, if [`Self::leads_to`] names one.
2237 pub fn ending(&self) -> Option<EndingId> {
2238 let e = EndingId(self.leads_to.clone());
2239 e.is_valid_syntax().then_some(e)
2240 }
2241}
2242
2243/// What a story node does to the story (DSL v0.8, spec-0025).
2244///
2245/// The generalization of spec-0020's `doing` from NPC presence to event flow: a
2246/// design that never got written down node by node cannot compile. It is
2247/// **node-local on purpose** — there is no parallel per-branch script document
2248/// that could itself drift from the graph.
2249///
2250/// `text` is authoring/validation metadata, never shown to a player, so it is
2251/// deliberately **excluded from the l10n inventory** exactly like `doing`. The
2252/// compiler reads only `verb` and `subject`; `text` is the flesh the per-branch
2253/// chronicle is assembled from.
2254#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2255#[serde(deny_unknown_fields)]
2256pub struct Happening {
2257 /// The structured event verb — the machine-decidable part.
2258 pub verb: HappeningVerb,
2259 /// One line of prose stating what this node does to the story.
2260 pub text: String,
2261 /// What the event happens TO: an `npc/`, `actor/`, `wave/` or `anchor/` id
2262 /// (validated — a dangling one is `DW0112`), or an `item/<kebab>` label for a
2263 /// story token the campaign tracks by hand. Optional, because not every beat
2264 /// is about somebody; the hard-contradiction proof (`DW0485`) reasons only
2265 /// over the beats that name one.
2266 #[serde(default, skip_serializing_if = "Option::is_none")]
2267 pub subject: Option<String>,
2268}
2269
2270/// The subject a beat is about, and whether the document said so (spec-0071 §3).
2271///
2272/// Answered by [`QuestEffect::happening_subject`], the one derivation. `derived`
2273/// is carried rather than dropped because the two readers want different things
2274/// from it: the namespace check reports on what an author **wrote**, and the
2275/// chronicle reasons over what the beat **is about**.
2276#[derive(Clone, Copy, Debug, PartialEq, Eq)]
2277pub struct HappeningSubject<'a> {
2278 /// The subject id (`npc/`, `actor/`, `wave/`, `anchor/` or an `item/` label).
2279 pub id: &'a str,
2280 /// `true` when the effect's own single object supplied it, `false` when the
2281 /// `happening` states it.
2282 pub derived: bool,
2283}
2284
2285/// The structured event vocabulary (DSL v0.8, spec-0025).
2286///
2287/// Deliberately small and closed. These ten verbs are what make a subset of
2288/// narrative errors machine-decidable per branch (`DW0485`); everything else a
2289/// beat means lives in [`Happening::text`], which the compiler never interprets.
2290/// Extend only when a real campaign cannot state its beat with what is here.
2291#[derive(
2292 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
2293)]
2294#[serde(rename_all = "kebab-case")]
2295pub enum HappeningVerb {
2296 /// The subject is killed / destroyed. Terminal: nothing the subject does may
2297 /// follow it on the same branch.
2298 Dies,
2299 /// The subject comes through alive — the explicit counterpart of `dies`,
2300 /// which is what lets a branch state that somebody *did not* die.
2301 Survives,
2302 /// The subject leaves the stage (offstage, not dead). Cleared by `arrives`.
2303 Departs,
2304 /// The subject enters the stage.
2305 Arrives,
2306 /// Somebody learns a fact — the true-information beat.
2307 Learns,
2308 /// Somebody comes to believe something (whether or not it is true) — the beat
2309 /// that carries a wrong belief forward, which is where branch drift shows.
2310 Believes,
2311 /// The party (or the subject) gains a thing.
2312 Gains,
2313 /// The party (or the subject) loses a thing. A second `loses` with no
2314 /// intervening `gains` is spending what is already spent (`DW0485`).
2315 Loses,
2316 /// A way is opened.
2317 Opens,
2318 /// A way is sealed. Cleared by `opens`.
2319 Seals,
2320}
2321
2322/// One planned quest (dependency-graph node).
2323#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2324#[serde(deny_unknown_fields)]
2325pub struct PlannedQuest {
2326 /// Unique quest id.
2327 pub id: QuestId,
2328 /// Human-readable goal.
2329 pub goal: String,
2330 /// Area this quest takes place in (stage-1 ref).
2331 pub area: AreaId,
2332 /// NPCs involved (stage-2 refs).
2333 pub npcs: Vec<NpcId>,
2334 /// Prerequisite quests; edges must form a DAG.
2335 pub depends_on: Vec<QuestId>,
2336 /// `false` declares an optional quest (spec-0051).
2337 pub mandatory: bool,
2338 /// Act number (informational).
2339 pub act: u32,
2340}
2341
2342// ---------------------------------------------------------------------------
2343// Stage 5 — quests
2344// ---------------------------------------------------------------------------
2345
2346/// Stage 5 payload: quest expansions.
2347#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2348#[serde(deny_unknown_fields)]
2349pub struct QuestsContent {
2350 /// The expanded quests (1:1 with stage 4).
2351 pub quests: Vec<Quest>,
2352 /// Combat waves (DSL v0.3). Each wave is spawned by a `spawn-wave` effect and
2353 /// slain to complete a `kill` objective. Empty/absent in v0.2 campaigns.
2354 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2355 pub waves: Vec<Wave>,
2356 /// Environment triggers (DSL v0.4, spec-0008 §7): "the world answers". Each
2357 /// watches an anchor for a strike / use / approach event and fires a bundle
2358 /// of [`QuestEffect`]s. Empty/absent in v0.2/v0.3 campaigns.
2359 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2360 pub triggers: Vec<EnvTrigger>,
2361 /// Scripted actors (DSL v0.6, spec-0014): NoAI/Silent/no-loot puppets moved by
2362 /// compiler-emitted per-tick teleport. Distinct from stage-2 NPCs
2363 /// (no dialogue, any mob type). Summoned/removed/moved/unleashed by the actor
2364 /// staging effects. Empty/absent before v0.6.
2365 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2366 pub actors: Vec<Actor>,
2367 /// Traps (DSL v0.6, spec-0011; command payloads spec-0022): environmental
2368 /// hazards, each at one point anchor an area's prefab provides. Each says
2369 /// what springs the trap, what it then does (a command `payload`, a legacy
2370 /// dispenser `effect`, or both), how dangerous it is, how it is disarmed and
2371 /// whether it re-arms. Empty/absent in pre-0.6 campaigns, so a v0.5-or-earlier campaign that declares none stays
2372 /// byte-identical.
2373 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2374 pub traps: Vec<Trap>,
2375 /// Shortcut doors (spec-0016 §2): a gate that is sealed from world-load and
2376 /// is opened — permanently — from the FAR side. Empty/absent in pre-0.6
2377 /// campaigns, so a campaign that declares none stays
2378 /// byte-identical.
2379 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2380 pub shortcuts: Vec<Shortcut>,
2381 /// Ambushes (spec-0016 §3): sugar over "deferred actors + a trigger that
2382 /// springs them". Empty/absent in pre-0.6 campaigns.
2383 ///
2384 /// **Never serialized.** [`parse_campaign`](crate::parse_campaign) expands
2385 /// each ambush into `triggers`, so the canonical form of a campaign is its
2386 /// **desugared** form. That is what keeps the canonical round-trip idempotent
2387 /// (re-parsing canonical output finds no `ambushes` and so cannot expand a
2388 /// second time and duplicate the trigger ids), and it means the sugar exists
2389 /// at exactly one layer boundary — the authored `.json` — with nothing
2390 /// downstream needing to know it was ever there. The list itself is kept in
2391 /// memory so diagnostics can name the ambush the author wrote.
2392 /// Timed gates (spec-0016 §4): gates on a deterministic open/close clock.
2393 /// Empty/absent in pre-0.6 campaigns.
2394 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2395 pub timed_gates: Vec<TimedGate>,
2396 /// Container fills (spec-0021): pre-placed chests/barrels in the prefabs
2397 /// given contents at world init. Empty/absent in pre-0.6 campaigns
2398 ///.
2399 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2400 pub loot: Vec<Loot>,
2401 /// Runtime state data (DSL v0.10, spec-0031): named, scoped, integer-valued
2402 /// counters the campaign sets, adds to and clears at runtime, and compares
2403 /// against in any gate. A campaign that declares none emits none of it.
2404 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2405 pub state: Vec<StateDecl>,
2406 /// **The campaign's death beat** (DSL v0.10, spec-0031): effects run at the
2407 /// moment a player dies, for that player. Effect root **R7**
2408 /// ([`crate::EffectRootKind::OnDeath`]); a campaign that declares none emits
2409 /// none of it.
2410 ///
2411 /// **Why this is campaign-wide and not a field on a checkpoint.** The engine
2412 /// already has `on_respawn`, and it hangs off a `set-checkpoint` because
2413 /// *where you come back* is a property of the checkpoint. *That you died* is
2414 /// not: it is true at every point of the delve, under every checkpoint, and a
2415 /// bundle repeated on each checkpoint would be the same content written N
2416 /// times with N chances to forget one. So death is a moment in the campaign,
2417 /// and this is the one place it is named. Anything that should only happen in
2418 /// some phase of the delve is expressed by the ordinary per-effect
2419 /// `requires_flags` / `forbids_flags` gate every other root already carries —
2420 /// no second gating surface.
2421 ///
2422 /// **Audience is the dying player** (`Audience::Solo`, the audience
2423 /// `on_respawn` and `on_caught` already use): a death is one player's, and
2424 /// re-broadcasting it to the party would duplicate their narration and their
2425 /// kit. A beat the whole party should see is a `narrate` addressed by the
2426 /// author to the party through the effect's own vocabulary, not a different
2427 /// default here.
2428 ///
2429 /// **Timing.** It fires on the death edge while the player is still a corpse
2430 /// (`Health: 0.0f`, on the death screen) — see
2431 /// `emit::emit_checkpoint_functions`. That is the difference between this and
2432 /// `on_respawn`, which deliberately waits for the player to come back.
2433 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2434 pub on_death: Vec<QuestEffect>,
2435 /// Lethal volumes (DSL v0.10, spec-0031): declared boxes that kill whatever
2436 /// enters them. Empty/absent in pre-0.10 campaigns, so a
2437 /// campaign that declares none stays byte-identical.
2438 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2439 pub lethal_volumes: Vec<LethalVolume>,
2440 /// Shops (DSL v0.10, spec-0032): interaction points that open a list of
2441 /// gated offers. Empty/absent in pre-0.10 campaigns, so a
2442 /// campaign that declares none stays byte-identical.
2443 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2444 pub shops: Vec<Shop>,
2445 /// Recovery stakes (DSL v0.10, spec-0032): what a death forfeits, where the
2446 /// marker lands, and how it comes back. Empty/absent in pre-0.10 campaigns
2447 ///, so a campaign that declares none stays byte-identical.
2448 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2449 pub stakes: Vec<Stake>,
2450 /// Assemblies (spec-0082): fixed things built of display entities that
2451 /// play clips from a library rig, can be struck in melee, and strike back
2452 /// at a player who stands where they reach. Appear on `spawn-assembly`,
2453 /// leave on `despawn-assembly`. Empty/absent = nothing emitted.
2454 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2455 pub assemblies: Vec<Assembly>,
2456 /// Loops (spec-0086): slabs whose crossing returns a body by a whole-block
2457 /// offset to an identical earlier section, held while a party gate is open.
2458 /// Empty/absent for every campaign that declares none, so such a campaign
2459 /// stays byte-identical.
2460 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2461 pub loops: Vec<Loop>,
2462 #[serde(default, skip_serializing)]
2463 pub ambushes: Vec<Ambush>,
2464 /// Whether [`Self::expand_ambushes`] has already run (never serialized). The
2465 /// authored `ambushes` are deliberately KEPT after expansion so validation
2466 /// and the counterplay proof can attribute diagnostics to the ambush the
2467 /// author actually wrote; this flag is what makes a second expansion a no-op.
2468 #[serde(skip)]
2469 pub ambushes_expanded: bool,
2470}
2471
2472impl QuestsContent {
2473 /// Every environment trigger this stage produces: the authored `triggers`
2474 /// followed by the ones each `ambush` desugars to (spec-0016 §3), in
2475 /// declared order.
2476 ///
2477 /// **This is the single trigger authority.** Validation, the l10n
2478 /// inventory, the flag/wave producer scans, the nav proofs and emission all
2479 /// read triggers through it, so an ambush behaves exactly like the trigger
2480 /// an author would otherwise hand-write — there is no second code path for
2481 /// the sugar to drift down. Deterministic (declaration order, no hashing).
2482 pub fn all_triggers(&self) -> Vec<EnvTrigger> {
2483 let mut out = self.triggers.clone();
2484 out.extend(self.ambushes.iter().map(Ambush::to_trigger));
2485 out
2486 }
2487
2488 /// **Does the campaign itself answer a right-click at `anchor`?**
2489 ///
2490 /// One predicate, read by both consumers of the press-answer rule, so they can
2491 /// never disagree about what "the campaign answered it" means: the compiler's
2492 /// synthesis (`plan::collect_press_answers`, which stands down where this is
2493 /// true) and the obligation on a shortcut door (`DW0429`, which fires where it
2494 /// is false). Split across the two crates they would drift, and the drift
2495 /// would read as "the compiler refused a door I answered".
2496 ///
2497 /// Deliberately the widest reading — *any* `use` trigger anchored there.
2498 /// Pressing it already does something the author chose, and the engine does
2499 /// not adjudicate whether what they chose counts as an answer.
2500 pub fn answers_press_at(&self, anchor: &str) -> bool {
2501 self.all_triggers()
2502 .iter()
2503 .any(|t| matches!(t.on, TriggerOn::Use) && t.at_anchor() == Some(anchor))
2504 }
2505
2506 /// Desugar every `ambush` into a real environment trigger and clear the
2507 /// ambush list (spec-0016 §3). Called once, by
2508 /// [`parse_campaign`](crate::parse_campaign); idempotent by construction
2509 /// (a second call sees no ambushes left to expand).
2510 pub fn expand_ambushes(&mut self) {
2511 if self.ambushes_expanded || self.ambushes.is_empty() {
2512 return;
2513 }
2514 self.triggers = self.all_triggers();
2515 self.ambushes_expanded = true;
2516 }
2517
2518 /// The declared datum with this id, if any (DSL v0.10).
2519 pub fn state_decl(&self, id: &str) -> Option<&StateDecl> {
2520 self.state.iter().find(|s| s.id.as_str() == id)
2521 }
2522
2523 /// The declared stake with this id, if any (DSL v0.10, spec-0032).
2524 pub fn stake_decl(&self, id: &str) -> Option<&Stake> {
2525 self.stakes.iter().find(|s| s.id.as_str() == id)
2526 }
2527
2528 /// The declared assembly with this id, if any (spec-0082).
2529 pub fn assembly_decl(&self, id: &str) -> Option<&Assembly> {
2530 self.assemblies.iter().find(|a| a.id.as_str() == id)
2531 }
2532}
2533
2534// ---------------------------------------------------------------------------
2535// Stage 5 — runtime state (DSL v0.10, spec-0031)
2536// ---------------------------------------------------------------------------
2537
2538/// Who holds a datum's value (DSL v0.10, spec-0031).
2539///
2540/// **Declared, never inferred.** A datum's multiplayer semantics is the one
2541/// thing about it that cannot be recovered from its uses: a purse read on a
2542/// `talk-to` looks identical whether every player has their own or the party
2543/// shares one, and the difference decides the whole design. spec-0031 states it
2544/// as a rule, and the type makes it un-omittable — there is no default.
2545#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2546#[serde(rename_all = "kebab-case")]
2547pub enum StateScope {
2548 /// Each player holds their own value. Read and written against the acting
2549 /// player, so a bundle with no acting player (the scheduler) cannot touch one
2550 /// (`DW0503`).
2551 Player,
2552 /// One value the whole party shares — the same holder story flags use
2553 /// (spec-0018). Readable and writable from every audience, including the
2554 /// scheduler.
2555 Party,
2556}
2557
2558impl StateScope {
2559 /// The wire token (`player` / `party`).
2560 pub fn token(self) -> &'static str {
2561 match self {
2562 StateScope::Player => "player",
2563 StateScope::Party => "party",
2564 }
2565 }
2566}
2567
2568/// One declared runtime datum (DSL v0.10, spec-0031): a named, scoped,
2569/// integer-valued counter.
2570///
2571/// This is what [`FlagId`] is not. A flag is boolean, party-wide and
2572/// **monotonic** — no verb clears one — which is exactly right for "this has
2573/// happened" and useless for a balance, a floor number, or "a ride is in
2574/// progress". A datum clears, counts down as well as up, and states its scope.
2575#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2576#[serde(deny_unknown_fields)]
2577pub struct StateDecl {
2578 /// Unique datum id (`state/<kebab>`).
2579 pub id: StateId,
2580 /// Who holds the value. Required — see [`StateScope`].
2581 pub scope: StateScope,
2582 /// The value the datum starts at, and the value `clear-state` returns it to.
2583 /// Defaults to `0`.
2584 ///
2585 /// One field rather than a separate `initial` and `cleared`: "the value this
2586 /// datum has when nothing has happened to it yet" is one fact, and two fields
2587 /// would let a campaign declare a datum that can never be returned to its own
2588 /// starting state.
2589 #[serde(default, skip_serializing_if = "is_zero_i32")]
2590 pub initial: i32,
2591 /// Free prose: what this datum means. Never machine-checked, never shown to a
2592 /// player — the forcing function that makes an author say what the number is,
2593 /// the same role `cast[].doing` plays.
2594 #[serde(default, skip_serializing_if = "Option::is_none")]
2595 pub note: Option<String>,
2596 /// The player-visible name of this datum (DSL v0.10, spec-0032).
2597 ///
2598 /// **A named datum is a currency.** There is no separate `currencies` section
2599 /// and there deliberately is not: a purse is a runtime datum that the player
2600 /// can see, and "the player can see it" is a property of the datum, not a
2601 /// different object class. A second struct carrying `id` + `scope` +
2602 /// `initial` + `name` would be a private copy of this one, which is the defect
2603 /// CLAUDE.md names second.
2604 ///
2605 /// Present ⇒ every `set-state` / `add-state` / `clear-state` on this datum
2606 /// also states the new balance to whoever holds it, on the action bar, as
2607 /// `<name>: <value>` with the value carried by vanilla's own `score`
2608 /// component. Absent ⇒ the datum is silent bookkeeping and emission is exactly
2609 /// what it was.
2610 ///
2611 /// Player-visible, so it is inventoried under `state.<id>.name` and
2612 /// translated like any other authored line.
2613 #[serde(default, skip_serializing_if = "Option::is_none")]
2614 pub name: Option<String>,
2615 /// Where this datum **stands** on screen between changes (spec-0076).
2616 ///
2617 /// The announcement `name` buys fades with the action bar; a datum that
2618 /// declares `display` also occupies a vanilla display slot, so its balance is
2619 /// on screen at every moment for every player. Declared, never automatic: a
2620 /// creator may want a named tally that is spoken only when it moves, and the
2621 /// engine does not decide which of two named datums is the purse.
2622 ///
2623 /// Present ⇒ `setup` heads the datum's objective with its translated `name`,
2624 /// paints the value gold, and puts the objective in the slot. Requires `name`
2625 /// (the slot's heading is the display name, and without one it would show the
2626 /// objective's id) and a `player` scope (the sidebar hides `#`-prefixed
2627 /// holders, which is what a `party` datum's value lives on); one datum per
2628 /// campaign may stand, because the slot holds one objective — all three are
2629 /// `DW0919`. Absent ⇒ the datum announces itself and stands nowhere.
2630 #[serde(default, skip_serializing_if = "Option::is_none")]
2631 pub display: Option<StateDisplay>,
2632}
2633
2634/// The vanilla display slot a named datum stands in (spec-0076).
2635///
2636/// One value, because vanilla has one slot that stands for the viewer: `list`
2637/// shows only while the tab key is held and `below_name` draws under *other*
2638/// players' name tags, never over the viewer's own body. A second variant is
2639/// added when the pinned game offers a second standing surface, not before.
2640#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2641#[serde(rename_all = "kebab-case")]
2642pub enum StateDisplay {
2643 /// The right-hand sidebar: a heading (the datum's `name`) and one line per
2644 /// player, each showing that player's own balance.
2645 Sidebar,
2646}
2647
2648impl StateDisplay {
2649 /// The `minecraft:scoreboard_slot` token the slot is addressed by.
2650 pub fn slot(self) -> &'static str {
2651 match self {
2652 StateDisplay::Sidebar => "sidebar",
2653 }
2654 }
2655}
2656
2657/// serde `skip_serializing_if` helper: skip a zero `i32` (`StateDecl.initial`).
2658fn is_zero_i32(v: &i32) -> bool {
2659 *v == 0
2660}
2661
2662/// How a [`StateCompare`] relates a datum to its operand (DSL v0.10).
2663///
2664/// Four operators, not six: over integers `less-than n` is `at-most n-1` and
2665/// `greater-than n` is `at-least n+1`, so the extra spellings would add a second
2666/// way to say one thing and a second emission path to keep honest.
2667#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2668#[serde(rename_all = "kebab-case")]
2669pub enum CompareOp {
2670 /// The datum is exactly `value`.
2671 Equals,
2672 /// The datum is anything but `value`.
2673 NotEquals,
2674 /// The datum is `value` or more.
2675 AtLeast,
2676 /// The datum is `value` or less.
2677 AtMost,
2678}
2679
2680impl CompareOp {
2681 /// The wire token (`equals` / `not-equals` / `at-least` / `at-most`).
2682 pub fn token(self) -> &'static str {
2683 match self {
2684 CompareOp::Equals => "equals",
2685 CompareOp::NotEquals => "not-equals",
2686 CompareOp::AtLeast => "at-least",
2687 CompareOp::AtMost => "at-most",
2688 }
2689 }
2690}
2691
2692/// What one of the DSL v0.10 state verbs does to a datum — the value half of
2693/// [`QuestEffect::writes_state`].
2694#[derive(Clone, Copy, Debug, PartialEq, Eq)]
2695pub enum StateWrite {
2696 /// `set-state`: the datum becomes this value.
2697 Set(i32),
2698 /// `add-state`: the datum moves by this signed amount.
2699 Add(i32),
2700 /// `clear-state`: the datum returns to its declared `initial`.
2701 Clear,
2702}
2703
2704/// One numeric term of a gate (DSL v0.10, spec-0031): *this datum compares thus
2705/// to this value*.
2706///
2707/// It rides [`Gate`](crate::gate::Gate) — the shared gate, carried by every
2708/// consumer of `requires_flags`/`forbids_flags` — and not any one verb. The
2709/// comparison's consumers are exactly the gate's consumers ("this door opens at
2710/// 500", "this line is withheld below 200", "this lever does nothing while the
2711/// car is moving"), so hanging it off the first verb that asked would leave the
2712/// second with no surface and make a second bespoke field look like the fix.
2713#[derive(Clone, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2714#[serde(deny_unknown_fields)]
2715pub struct StateCompare {
2716 /// The datum to read. Must be declared in the stage-5 `state` list
2717 /// (`DW0502`).
2718 pub state: StateId,
2719 /// How to compare it.
2720 pub op: CompareOp,
2721 /// What to compare it against.
2722 pub value: i32,
2723}
2724
2725/// A stage-5 container fill (DSL v0.6, spec-0021): contents for a chest or
2726/// barrel the prefab already placed.
2727///
2728/// The container is **hardware the prefab authored**, exactly like a trap's
2729/// dispenser: this declaration gives an already-placed, already-lit, already
2730/// composed piece of furniture its contents. The compiler never places the
2731/// container itself — if the anchor's cell does not already hold one, that is a
2732/// content defect and a build error (`DW0431`), not something to paper over by
2733/// setblock-ing a chest into a wall.
2734#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2735#[serde(deny_unknown_fields)]
2736pub struct Loot {
2737 /// Unique loot id (`loot/<kebab>`).
2738 pub id: LootId,
2739 /// The anchor whose cell holds the container to fill.
2740 pub anchor: AnchorId,
2741 /// Contents, in declaration order. Slot assignment is positional and
2742 /// deterministic — the first entry lands in `container.0`, the second in
2743 /// `container.1`, and so on (ADR-0006: no RNG, no loot tables).
2744 pub items: Vec<LootItem>,
2745}
2746
2747/// One stack inside a [`Loot`] container.
2748#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2749#[serde(deny_unknown_fields)]
2750pub struct LootItem {
2751 /// Item id (e.g. `minecraft:cooked_cod`). Validated against the pinned
2752 /// 1.21.11 item registry (`DW0143`).
2753 pub item: String,
2754 /// Stack size. Defaults to 1.
2755 #[serde(default = "one_u32")]
2756 pub count: u32,
2757 /// Optional custom item name. Enters the l10n string inventory exactly like
2758 /// a class kit item's name.
2759 #[serde(default, skip_serializing_if = "Option::is_none")]
2760 pub name: Option<String>,
2761 /// Enchantments on this stack (`{"minecraft:sharpness": 3}`), emitted as the
2762 /// 1.21 `minecraft:enchantments` item component — or, on a
2763 /// `minecraft:enchanted_book`, `minecraft:stored_enchantments`
2764 /// ([`enchantment_component`]).
2765 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
2766 pub enchantments: BTreeMap<String, u32>,
2767}
2768
2769fn one_u32() -> u32 {
2770 1
2771}
2772
2773/// A stage-5 trap (DSL v0.6, spec-0011; command payloads spec-0022): an
2774/// environmental hazard at one cell of a placed piece.
2775///
2776/// **What the prefab has to provide is one point anchor with the trigger block
2777/// in its cell, and for most traps that is all.** [`Trap::at`] names the
2778/// trigger/hazard cell; the piece places the plate, tripwire or trapped chest
2779/// there (`DW0917`); the compiler models it as a hazard for the completability
2780/// proofs (`DW0342`) and, for a disarmable trap, emits the disarm affordance. A
2781/// [`payload`](Trap::payload) trap needs nothing else: **the compiler owns the
2782/// detection**, emitting a per-tick, edge-latched `execute … if entity @a[<cell>]` and running the authored effect
2783/// bundle from it.
2784///
2785/// Two things a piece must pre-wire, each for one case and neither for the
2786/// common one:
2787///
2788/// * the legacy [`effect`](Trap::effect) — a `dispense` payload the prefab's own
2789/// redstone fires — needs the anchor's `dispenser` socket cell, which the
2790/// compiler fills. That is the case "harm is redstone-native" (spec-0011) was
2791/// written about, and the only one in which no detection is emitted.
2792/// * a **flag-gated** trap ([`requires_flags`](Trap::requires_flags) /
2793/// [`forbids_flags`](Trap::forbids_flags)) needs the anchor's `trigger_block`,
2794/// because gating removes the trigger block from the world while the gate is
2795/// shut and puts it back verbatim (`DW0363`).
2796///
2797/// Player-vs-mob distinguishing matters in a sealed box-garden with controlled
2798/// mobs, so `trapped-chest` (opened by a player) is called out as the only
2799/// player-distinct trigger.
2800#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2801#[serde(deny_unknown_fields)]
2802pub struct Trap {
2803 /// Unique trap id (`trap/<kebab>`).
2804 pub id: TrapId,
2805 /// **The point anchor this trap sits on** — any anchor an area's prefab
2806 /// provides, whatever it is called. Its cell is the trigger/hazard cell the
2807 /// compiler models, and for a `payload` trap that cell, holding the block
2808 /// its [`trigger`](Trap::trigger) names, is the whole of what the piece has
2809 /// to provide: detection is the compiler's, the block is the piece's
2810 /// (`DW0917`).
2811 ///
2812 /// The anchor additionally needs a `dispenser` socket for a legacy
2813 /// [`effect`](Trap::effect) trap, and a `trigger_block` for a flag-gated one
2814 /// (`DW0363`). `anchor/trap` is the name the shipped pieces use, and a name
2815 /// is all it is.
2816 pub at: AnchorId,
2817 /// What springs the trap (all redstone-native).
2818 pub trigger: TrapTrigger,
2819 /// The **legacy** redstone consequence (spec-0011): a static dispenser
2820 /// payload the prefab's own wiring fires. Superseded by [`Trap::payload`]
2821 /// (spec-0022) — redstone now keeps only the trigger — but kept meaningful
2822 /// so existing campaigns build unchanged. Optional since spec-0022; a trap
2823 /// must declare `effect`, `payload`, or both (`DW0440`).
2824 #[serde(default, skip_serializing_if = "Option::is_none")]
2825 pub effect: Option<TrapEffect>,
2826 /// The **command payload** (spec-0022): an ordered effect list in the same
2827 /// vocabulary quests use, run when the trigger fires. This is where a trap's
2828 /// consequence lives now — the compiler owns the detection tick and the
2829 /// effect vocabulary, so a trap's payload is authored like any other effect
2830 /// bundle rather than built out of dust and repeaters. Expressiveness moves
2831 /// from "what dust can carry" to "what the effect vocabulary can say":
2832 /// `volley` and `collapse` (spec-0022's trap verbs) join `damage-players`,
2833 /// `play-sound`, `narrate`, `set-flag` and `spawn-wave`.
2834 ///
2835 /// Empty = a pure spec-0011 redstone trap, which emits exactly what it
2836 /// emitted before (byte-identical).
2837 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2838 pub payload: Vec<QuestEffect>,
2839 /// How dangerous the trap is. A `lethal` trap on the forced critical path
2840 /// carries the completability obligation (`DW0342`); `harmful`/`nonlethal`
2841 /// carry none. Defaults to `harmful`.
2842 #[serde(default)]
2843 pub lethality: Lethality,
2844 /// Optional disarm affordance (quest-coupling): an anchor the player acts on to
2845 /// turn the trap off — setting a flag and emptying the dispenser — before the
2846 /// trap cell is forced.
2847 #[serde(default, skip_serializing_if = "Option::is_none")]
2848 pub disarm: Option<TrapDisarm>,
2849 /// Whether the trap re-arms after firing. `once` = single-shot (fires, then
2850 /// spent — the survivability path); `rearm` = re-fires each trigger (default).
2851 #[serde(default)]
2852 pub reset: TrapReset,
2853 /// Flags that must be set before the trap is considered active (mirrors
2854 /// [`EnvTrigger::requires_flags`]). Default empty.
2855 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2856 pub requires_flags: Vec<FlagId>,
2857 /// Negative flag gate (DSL v0.6): the trap is considered inactive while ANY
2858 /// listed flag is set (mirrors [`EnvTrigger::forbids_flags`]). Default empty.
2859 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2860 pub forbids_flags: Vec<FlagId>,
2861 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
2862 /// hold for this gate to be open. The third field of the one gate, carried by
2863 /// every gate consumer — never by the verb that first wanted it. Default
2864 /// empty, so a pre-0.10 campaign is byte-identical.
2865 #[serde(default, skip_serializing_if = "Vec::is_empty")]
2866 pub requires_state: Vec<StateCompare>,
2867}
2868
2869impl Trap {
2870 /// `(item, count)` if this trap declares a legacy `dispense` effect.
2871 pub fn dispense(&self) -> Option<(&str, u32)> {
2872 match &self.effect {
2873 Some(TrapEffect::Dispense { item, count }) => Some((item.as_str(), *count)),
2874 None => None,
2875 }
2876 }
2877
2878 /// Whether this trap is `lethal` (carries the `DW0342` obligation on the
2879 /// forced critical path).
2880 pub fn is_lethal(&self) -> bool {
2881 matches!(self.lethality, Lethality::Lethal)
2882 }
2883}
2884
2885/// The mechanism that springs a [`Trap`] (DSL v0.6, spec-0011). All three are
2886/// redstone-native — the hardware fires without any command — so the compiler
2887/// emits no detection for them; it only models the trigger cell as a hazard and
2888/// fills the dispenser payload. (`approach`, the compiler-detected v0.4 primitive,
2889/// is deliberately *not* a trap trigger: it is already fully expressible as an
2890/// [`EnvTrigger`], so admitting it here would only duplicate that surface.)
2891#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2892#[serde(rename_all = "kebab-case")]
2893pub enum TrapTrigger {
2894 /// A pressure plate: any entity stepping on the cell. Auto-rearms on step-off.
2895 PressurePlate,
2896 /// A tripwire line: any entity crossing it. Auto-rearms.
2897 Tripwire,
2898 /// A trapped chest: a *player opening it* (comparator pulse). The only
2899 /// player-distinct trigger — a controlled mob cannot spring it.
2900 TrappedChest,
2901}
2902
2903impl TrapTrigger {
2904 /// The kebab tag (`pressure-plate` / `tripwire` / `trapped-chest`).
2905 pub fn kind(&self) -> &'static str {
2906 match self {
2907 TrapTrigger::PressurePlate => "pressure-plate",
2908 TrapTrigger::Tripwire => "tripwire",
2909 TrapTrigger::TrappedChest => "trapped-chest",
2910 }
2911 }
2912
2913 /// Whether `block` (an id, with or without its blockstate) is the hardware
2914 /// this trigger kind names: the block the party sees and springs. A plate
2915 /// is any `*_pressure_plate`, a tripwire is the string itself
2916 /// (`minecraft:tripwire`, not the hook), a trapped chest is
2917 /// `minecraft:trapped_chest`.
2918 pub fn is_trigger_block(&self, block: &str) -> bool {
2919 let id = block.split('[').next().unwrap_or(block);
2920 match self {
2921 TrapTrigger::PressurePlate => id.ends_with("_pressure_plate"),
2922 TrapTrigger::Tripwire => id == "minecraft:tripwire",
2923 TrapTrigger::TrappedChest => id == "minecraft:trapped_chest",
2924 }
2925 }
2926
2927 /// The block [`TrapTrigger::is_trigger_block`] accepts, as a refusal names it.
2928 pub fn trigger_block_name(&self) -> &'static str {
2929 match self {
2930 TrapTrigger::PressurePlate => "a pressure plate (`minecraft:*_pressure_plate`)",
2931 TrapTrigger::Tripwire => "a tripwire string (`minecraft:tripwire`)",
2932 TrapTrigger::TrappedChest => "a trapped chest (`minecraft:trapped_chest`)",
2933 }
2934 }
2935}
2936
2937/// What a [`Trap`] does when sprung (DSL v0.6, spec-0011). Externally tagged so a
2938/// future effect adds a variant; a non-`dispense` key (e.g. `tnt`,
2939/// `release-falling-block`, `crusher`) is an unknown variant → `DW0100`, keeping
2940/// block-destroying and unmodeled effects out of the schema by construction
2941/// (spec-0011 non-goals — no hardware the compiler cannot model reaches a world).
2942#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2943#[serde(rename_all = "kebab-case", deny_unknown_fields)]
2944pub enum TrapEffect {
2945 /// Load the prefab's pre-wired dispenser with `count` of `item` (arrows, tipped
2946 /// arrows, splash potions). The redstone fires it; terrain is untouched
2947 /// (spec-0011 "primary lethal"). The item is round-tripped into the dispenser
2948 /// `Items` NBT — a deterministic, static payload.
2949 Dispense {
2950 /// Vanilla item id (validated against the pinned 1.21.11 registry, `DW0341`).
2951 item: String,
2952 /// How many to load into the dispenser stack.
2953 count: u32,
2954 },
2955}
2956
2957/// How dangerous a [`Trap`] is (DSL v0.6, spec-0011). Only `lethal` carries the
2958/// forced-critical-path completability obligation (`DW0342`).
2959#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2960#[serde(rename_all = "kebab-case")]
2961pub enum Lethality {
2962 /// Can kill a full-health player — carries the `DW0342` obligation on the path.
2963 Lethal,
2964 /// Hurts but is not designed to kill (the default).
2965 #[default]
2966 Harmful,
2967 /// Cosmetic / trivial (a stumble, a scare).
2968 Nonlethal,
2969}
2970
2971/// Whether a [`Trap`] re-arms after firing (DSL v0.6, spec-0011).
2972#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
2973#[serde(rename_all = "kebab-case")]
2974pub enum TrapReset {
2975 /// Fires once, then is spent — the survivability path for a forced lethal trap
2976 /// (respawn-safe with `keep_inventory`, non-re-triggering on the walk back; no
2977 /// soft-loop).
2978 Once,
2979 /// Re-fires every time the trigger is met (default). A forced lethal `rearm`
2980 /// trap must be avoidable or disarmable, else `DW0342`.
2981 #[default]
2982 Rearm,
2983}
2984
2985/// A [`Trap`]'s disarm affordance (DSL v0.6, spec-0011): the player acts on the
2986/// `via` anchor (an interaction the compiler emits, reusing the v0.4 interaction
2987/// entity) to turn the trap off — setting `sets_flag` and emptying the dispenser —
2988/// before the trap cell is forced. Discharges the `DW0342` obligation when the
2989/// affordance is reachable ahead of the trap without crossing it.
2990#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
2991#[serde(deny_unknown_fields)]
2992pub struct TrapDisarm {
2993 /// The anchor the player interacts with to disarm.
2994 pub via: AnchorId,
2995 /// The flag set when the trap is disarmed (a new flag this trap produces; other
2996 /// objectives/triggers may read it via `requires_flags`).
2997 pub sets_flag: FlagId,
2998}
2999
3000/// A stage-5 **timed gate** (spec-0016 §4): a gate region driven by a
3001/// deterministic open/close clock, so passage is a timing read rather than a
3002/// permanent state.
3003///
3004/// **The proof is deliberately NOT all-phase passability** — a gate that
3005/// punishes bad timing is the entire point. What the
3006/// compiler requires is that the gate is *readable*: the set of entry phases from
3007/// which a walking player clears the span before it shuts must cover **≥ 20% of
3008/// the cycle** (`DW0378`). Below that it is a coin flip, not a skill, and no
3009/// amount of learning the level makes it fair.
3010#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3011#[serde(deny_unknown_fields)]
3012pub struct TimedGate {
3013 /// Unique timed-gate id (`timed-gate/<kebab>`).
3014 pub id: TimedGateId,
3015 /// The gate anchor the clock drives. Its prefab metadata must declare a fill
3016 /// `block` (`DW0343`), the same requirement `close-gate` and `shortcut` have.
3017 pub gate: AnchorId,
3018 /// Ticks the gate stays OPEN each cycle (> 0).
3019 pub open_ticks: u32,
3020 /// Ticks the gate stays CLOSED each cycle (> 0).
3021 pub closed_ticks: u32,
3022 /// Ticks after world init before the first open window begins (default 0) —
3023 /// how two gates in the same room are put out of step with each other. Must
3024 /// be less than the full cycle.
3025 #[serde(default, skip_serializing_if = "is_zero")]
3026 pub phase: u32,
3027 /// Whether the gate **kills** a player caught inside its region when it
3028 /// shuts (spec-0016 §4 addendum). A portcullis
3029 /// that merely shoves you aside teaches nothing; mistiming the crossing is
3030 /// supposed to be a death you learn from, which is the whole point of §4's
3031 /// ≥20%-of-cycle window proof — the window is fair, so the penalty can be
3032 /// absolute.
3033 ///
3034 /// This is a real judgement issued by command on the closing tick, not
3035 /// suffocation: vanilla's in-wall damage is slow, gear-dependent and
3036 /// escapable, so it would make the portcullis a suggestion. `damage` at the
3037 /// closing edge is exact and unarguable.
3038 ///
3039 /// **Defaults to `false`**, so every campaign authored before this field
3040 /// existed compiles byte-identically; a delve opts its portcullis in.
3041 #[serde(default, skip_serializing_if = "is_false")]
3042 pub crush: bool,
3043 /// Optional **disarm** affordance (souls dossier §5.2): the third
3044 /// rung of the hazard ladder — readable, avoidable, and finally *disable-able*.
3045 /// The real games' best timed hazards can be removed for good (Smouldering
3046 /// Lake's ballista, the Fringefolk chariot); a clock the party can only ever
3047 /// dance with is one rung short of the vocabulary.
3048 ///
3049 /// Interacting with the affordance suppresses the clock **permanently, with
3050 /// the gate resting OPEN** — a jammed portcullis stays up. Permanence is
3051 /// structural exactly as a `shortcut`'s is: no emitted function ever re-arms
3052 /// the clock, and `DW0389` refuses a campaign that spells a re-seal.
3053 ///
3054 /// **Defaults to absent**, so every campaign authored before this field
3055 /// existed compiles byte-identically; a delve opts its portcullis in.
3056 #[serde(default, skip_serializing_if = "Option::is_none")]
3057 pub disarm: Option<TimedGateDisarm>,
3058}
3059
3060/// A [`TimedGate`]'s disarm affordance (souls dossier §5.2) — the
3061/// exact shape a trap's [`TrapDisarm`] takes, and deliberately so: one affordance
3062/// grammar for every mechanism the party can switch off.
3063///
3064/// The player acts on the `via` anchor (a compiler-emitted interaction entity
3065/// plus its visible hardware, `DW0420`) to jam the gate. The clock stops with the
3066/// span cleared, `sets_flag` is raised party-wide, and nothing in the delve can
3067/// put the gate back.
3068#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3069#[serde(deny_unknown_fields)]
3070pub struct TimedGateDisarm {
3071 /// The anchor the player interacts with to jam the gate. Must be an anchor
3072 /// some area's prefab provides, and never the gate anchor itself — the
3073 /// mechanism belongs beside the doorway, not inside the span that crushes.
3074 pub via: AnchorId,
3075 /// The flag set when the gate is disarmed (a new flag this gate produces;
3076 /// other objectives/triggers may read it via `requires_flags`).
3077 pub sets_flag: FlagId,
3078}
3079
3080/// serde `skip_serializing_if` helper: skip a `0`.
3081fn is_zero(n: &u32) -> bool {
3082 *n == 0
3083}
3084
3085/// A stage-5 **ambush** (spec-0016 §3) — one declaration for a beat that
3086/// otherwise takes a deferred actor set plus a hand-wired trigger.
3087///
3088/// **`telegraph` is optional, and that is a design ruling, not an oversight.**
3089/// The un-telegraphed ambush — the shove off the cliff you
3090/// could not have known about — is core souls vocabulary: 初见杀 is how the level
3091/// teaches. The engine does not sand that edge off.
3092///
3093/// What the engine *does* owe the player is **counterplay on the retry**: having
3094/// died once, an informed player must have something to do about it. Determinism
3095/// guarantees the second attempt meets the same ambushers in the same cells; the
3096/// compiler adds the missing half — `DW0376` proves the trigger cell is not a
3097/// sealed pocket, i.e. that with every ambusher standing where it will stand,
3098/// a route out still exists (a retreat, luring ground, a positioning line).
3099/// Dying uninformed is a lesson; dying with no play available is a broken beat.
3100#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3101#[serde(deny_unknown_fields)]
3102pub struct Ambush {
3103 /// Unique ambush id (`ambush/<kebab>`).
3104 pub id: AmbushId,
3105 /// The anchor the trigger watches — the corner, doorway or ledge the player
3106 /// walks into.
3107 pub at: AnchorId,
3108 /// The stage-5 actors that spring (1..N). Each is summoned at its own
3109 /// declared anchor and immediately unleashed to real AI.
3110 pub actors: Vec<ActorId>,
3111 /// What springs it (`approach{range}` / `strike` / `use`), exactly the v0.4
3112 /// environment-trigger vocabulary.
3113 pub trigger: TriggerOn,
3114 /// The **optional** tell, fired at the trigger before the ambushers exist:
3115 /// a sound, a shadow, a line of narration. Empty = un-telegraphed, which is
3116 /// fully legal.
3117 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3118 pub telegraph: Vec<QuestEffect>,
3119 /// What the spring does to the story (DSL v0.8, spec-0025; required at
3120 /// 0.8.0, `DW0481`).
3121 ///
3122 /// **The declaration lives here because this is the object the author
3123 /// wrote.** An ambush desugars into a `spawn-actor` plus an `unleash-actor`
3124 /// per listed actor, and every one of those is a story node `DW0481` demands
3125 /// a `happening` from — on effects the author never wrote and cannot reach.
3126 /// So for as long as this field did not exist, an `ambushes[]` entry could
3127 /// not compile at 0.8.0 or above at all: declared in the schema, accepted by
3128 /// the schema check, and refused at validation with a prescription naming a
3129 /// field that was not there. Nothing caught it because no campaign and no
3130 /// fixture had ever written an ambush at a version where the obligation was
3131 /// live — which is the case spec-0039 exists to make impossible.
3132 ///
3133 /// An ambush is **one** beat, not `2N` of them: the ambushers appearing and
3134 /// coming at you is a single dramatic moment, so one declaration covers the
3135 /// whole spring. [`Self::to_trigger`] stamps it onto the first generated
3136 /// `spawn-actor` so the chronicle carries the line at the right position,
3137 /// and `branch::check_happenings` reads the obligation off the ambush rather
3138 /// than off the beats derived from it. Repeating it on all `2N` is the
3139 /// obvious alternative and it is wrong twice over: the chronicle would gain
3140 /// `N` duplicate lines, and `DW0485` would see one subject act repeatedly
3141 /// and be right to call it a contradiction.
3142 #[serde(default, skip_serializing_if = "Option::is_none")]
3143 pub happening: Option<Happening>,
3144}
3145
3146impl Ambush {
3147 /// The environment trigger this ambush desugars to (spec-0016 §3): a
3148 /// one-shot trigger at `at` whose effects are the telegraph, then a
3149 /// `spawn-actor` + `unleash-actor` per listed actor, in declared order.
3150 ///
3151 /// This is the **single** expansion authority. Every consumer — validation,
3152 /// the l10n inventory, the flag/wave producer scans, nav, emission — reads
3153 /// triggers through [`QuestsContent::all_triggers`], so the sugar cannot
3154 /// diverge from a hand-written equivalent, and an ambush is exactly as
3155 /// debuggable as the trigger an author would otherwise type.
3156 pub fn to_trigger(&self) -> EnvTrigger {
3157 let mut effects = self.telegraph.clone();
3158 for (i, a) in self.actors.iter().enumerate() {
3159 effects.push(QuestEffect {
3160 when: None,
3161 // The ambush declaration, on the beat where the spring becomes
3162 // real. Only the FIRST, for the reason the field documents: one
3163 // ambush is one beat, and stamping the line on every generated
3164 // effect would pad the chronicle and trip `DW0485`.
3165 happening: if i == 0 { self.happening.clone() } else { None },
3166 audience: None,
3167 within: None,
3168 verb: Verb::SpawnActor { actor: a.clone() },
3169 });
3170 }
3171 for a in &self.actors {
3172 effects.push(Verb::UnleashActor { actor: a.clone() }.into());
3173 }
3174 EnvTrigger {
3175 id: TriggerId(format!(
3176 "trigger/{}",
3177 crate::l10n::local_id(self.id.as_str())
3178 )),
3179 at: Some(self.at.clone()),
3180 on: self.trigger.clone(),
3181 requires_flags: Vec::new(),
3182 forbids_flags: Vec::new(),
3183 requires_state: Vec::new(),
3184 once: true,
3185 // An ambush is a party beat by construction — it springs actors at
3186 // the room, not a reply to the one who walked in.
3187 audience: TriggerAudience::Party,
3188 effects,
3189 }
3190 }
3191}
3192
3193/// A stage-5 **shortcut door** (spec-0016 §2) — the souls loop-back.
3194///
3195/// The owner's definition of the pattern: between two rest points there are two
3196/// routes. The **short** one starts sealed and holds nothing; the **long** one is
3197/// full of enemies and mechanisms. You earn the far side the hard way, pull one
3198/// mechanism, and the short route opens **forever**. That moment is the design.
3199///
3200/// The compiler owns three obligations, none of them optional:
3201/// 1. the `unlock` affordance is reachable while the gate is still sealed — the
3202/// long route genuinely exists (`DW0373`);
3203/// 2. opening the gate genuinely shortens the trip across it — a shortcut that
3204/// pays nothing is a leak, not a shortcut (`DW0360`);
3205/// 3. permanence is **structural**: no `close-gate` may target a shortcut gate
3206/// (`DW0372`). There is no re-sealing verb to reach for.
3207///
3208/// `close-gate` on a NON-shortcut gate (the point-of-no-return staging beat) is
3209/// untouched by this — the two verbs are deliberately disjoint.
3210#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3211#[serde(deny_unknown_fields)]
3212pub struct Shortcut {
3213 /// Unique shortcut id (`shortcut/<kebab>`).
3214 pub id: ShortcutId,
3215 /// The gate anchor this shortcut opens. Sealed from world-load (the prefab
3216 /// carries the physical fill), and its metadata must declare the fill `block`
3217 /// the compiler clears — the same requirement `close-gate` has.
3218 pub gate: AnchorId,
3219 /// The FAR-side anchor whose interaction fires the permanent open. The
3220 /// compiler summons the affordance there and polls it, reusing the v0.4
3221 /// interaction-entity `use` primitive.
3222 pub unlock: AnchorId,
3223 /// Effects fired once, when the shortcut opens — the bar lifting, the
3224 /// elevator descending, the sound of a door you will never have to earn
3225 /// again. Emitted server-source-safe (the poll lives on the tick).
3226 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3227 pub on_unlock: Vec<QuestEffect>,
3228}
3229
3230/// A stage-5 environment trigger (DSL v0.4). Emission uses vanilla-intended
3231/// primitives only (spec-0008 §7): `strike`/`use` read a `minecraft:interaction`
3232/// entity's attack/interaction records; `approach` is a `distance` selector on
3233/// the tick. Look-at / break-attempt detection is excluded on principle (no
3234/// vanilla primitive).
3235#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3236#[serde(deny_unknown_fields)]
3237pub struct EnvTrigger {
3238 /// Unique trigger id (`trigger/<kebab>`).
3239 pub id: TriggerId,
3240 /// The anchor this trigger watches. Required for `strike` / `use` /
3241 /// `approach`, which watch a *place*; **absent** for `strike-npc` (DSL
3242 /// v0.6), which watches a *character* and names it in `on.npc` instead —
3243 /// there is no cell for the author to supply and no cell the compiler
3244 /// would use. Either mismatch is `DW0194`.
3245 #[serde(default, skip_serializing_if = "Option::is_none")]
3246 pub at: Option<AnchorId>,
3247 /// The event that fires it.
3248 pub on: TriggerOn,
3249 /// Flags that must be set before the trigger can fire (DSL v0.4).
3250 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3251 pub requires_flags: Vec<FlagId>,
3252 /// Negative flag gate (DSL v0.6): the trigger is
3253 /// **suppressed** while ANY listed flag is set (by any player — flags are
3254 /// campaign state). The dual of `requires_flags`, so an "armed between two
3255 /// story beats" trigger needs no re-arm plumbing: e.g. a strike-the-giant
3256 /// retaliation trigger with `requires_flags: [flag/sealed]` and
3257 /// `forbids_flags: [flag/asleep]` arms when the cave seals and stands down
3258 /// the moment the wake beat takes over.
3259 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3260 pub forbids_flags: Vec<FlagId>,
3261 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
3262 /// hold for this gate to be open. The third field of the one gate, carried by
3263 /// every gate consumer — never by the verb that first wanted it. Default
3264 /// empty, so a pre-0.10 campaign is byte-identical.
3265 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3266 pub requires_state: Vec<StateCompare>,
3267 /// Fire at most once (default `true`, mirroring objective completion). Set
3268 /// `false` to allow re-firing every time the condition is met.
3269 #[serde(default = "default_true")]
3270 pub once: bool,
3271 /// **Who the trigger's effects address** (DSL v0.11). Default
3272 /// [`TriggerAudience::Party`], so every campaign written before this field
3273 /// existed is byte-identical.
3274 ///
3275 /// A trigger is two different things depending on what the author means by
3276 /// it. A pressure plate that opens a gate and narrates the room is a **party
3277 /// beat**: everyone should see it, and it does not matter who stepped on the
3278 /// plate. A barred door that answers *"this cannot be opened from this
3279 /// side"* is a **reply to one person**: broadcasting it tells four players
3280 /// about a door three of them are nowhere near.
3281 ///
3282 /// Until this field the second was inexpressible, which is why the two verbs
3283 /// that needed it (`close-gate`'s seal answer, and nothing at all for a
3284 /// shortcut door) grew their own private reply machinery instead. The
3285 /// capability belongs to the press, not to the verb.
3286 #[serde(default, skip_serializing_if = "TriggerAudience::is_party")]
3287 pub audience: TriggerAudience,
3288 /// Effects fired when the trigger matches.
3289 pub effects: Vec<QuestEffect>,
3290}
3291
3292impl EnvTrigger {
3293 /// The anchor this trigger watches, if it watches a place at all. `None`
3294 /// for `strike-npc`, whose target is a character.
3295 pub fn at_anchor(&self) -> Option<&str> {
3296 self.at.as_ref().map(|a| a.as_str())
3297 }
3298
3299 /// Whether this trigger's bundle is addressed to the player who pressed it.
3300 pub fn addresses_presser(&self) -> bool {
3301 self.audience == TriggerAudience::Presser
3302 }
3303}
3304
3305/// Who an [`EnvTrigger`]'s effects address (DSL v0.11).
3306///
3307/// **This is a dispatch decision, not a cosmetic one.** A `party` trigger is
3308/// polled on the tick with no executor, so `@s` does not exist and every
3309/// player-facing command addresses `@a`. A `presser` trigger is dispatched by a
3310/// `minecraft:player_interacted_with_entity` advancement — the one vanilla
3311/// primitive that runs a function *as the player who clicked* — so `@s` is the
3312/// presser and the bundle addresses them alone.
3313///
3314/// That primitive exists for **right-clicks only**. Vanilla records a left-click
3315/// on an interaction entity in NBT (which names a UUID no command can become) and
3316/// offers no criterion for it, so `presser` on a `strike` is refused (`DW0427`)
3317/// rather than approximated: per CLAUDE.md's no-hack rule, a capability with no
3318/// vanilla primitive under it is excluded, never faked downstream.
3319#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3320#[serde(rename_all = "kebab-case")]
3321pub enum TriggerAudience {
3322 /// The whole party (the default, and what every trigger did before v0.11).
3323 #[default]
3324 Party,
3325 /// The one player whose click fired it.
3326 Presser,
3327}
3328
3329impl TriggerAudience {
3330 /// Serde skip predicate: the default needs no field on the wire, so a
3331 /// canonical round-trip of a pre-0.11 campaign is byte-identical.
3332 fn is_party(&self) -> bool {
3333 *self == TriggerAudience::Party
3334 }
3335}
3336
3337/// The event an [`EnvTrigger`] watches (DSL v0.4).
3338#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3339#[serde(tag = "on", rename_all = "kebab-case", deny_unknown_fields)]
3340pub enum TriggerOn {
3341 /// The player attacks (left-clicks) the interaction entity at the anchor.
3342 Strike,
3343 /// The player uses (right-clicks) the interaction entity at the anchor.
3344 Use,
3345 /// The player comes within `range` blocks of the anchor.
3346 Approach {
3347 /// Approach radius (blocks).
3348 range: u32,
3349 },
3350 /// The player attacks (left-clicks) an **NPC's body** (DSL v0.6).
3351 ///
3352 /// The place-based [`TriggerOn::Strike`] cannot express "hit the giant": it
3353 /// summons its own `minecraft:interaction` at a *cell*, and a large NPC's
3354 /// body eclipses that cell (`DW0359`), so the click never reaches the
3355 /// trigger — the owner's island round-7 finding. This form has no cell. It
3356 /// rides the interaction entity the NPC already owns, which is the entity a
3357 /// click on that NPC reaches by construction.
3358 ///
3359 /// Right-click and left-click stay separate all the way down: a
3360 /// `minecraft:interaction` records them in two distinct NBT fields
3361 /// (`interaction` and `attack`), so the NPC's dialogue keeps the right-click
3362 /// and this trigger takes the left-click, on one shared hitbox.
3363 StrikeNpc {
3364 /// The NPC (stage-2 ref) whose body is the target.
3365 npc: NpcId,
3366 },
3367 /// The player attacks (left-clicks) an **assembly's hitbox** (spec-0082).
3368 ///
3369 /// The exact shape of [`TriggerOn::StrikeNpc`]: no `at`, because the target
3370 /// is an object with a hitbox of its own, and the trigger rides it. Melee
3371 /// only — the hitbox is a `minecraft:interaction`, and an arrow passes
3372 /// through one without writing its `attack` record (spec-0082 §8 row 5).
3373 /// `once: false` with an `add-state` is how a hit count is built.
3374 StrikeAssembly {
3375 /// The assembly (stage-5 `assemblies` ref) whose hitbox is the target.
3376 assembly: AssemblyId,
3377 },
3378}
3379
3380impl TriggerOn {
3381 /// The kebab tag (`strike` / `use` / `approach` / `strike-npc` /
3382 /// `strike-assembly`).
3383 pub fn kind(&self) -> &'static str {
3384 match self {
3385 TriggerOn::Strike => "strike",
3386 TriggerOn::Use => "use",
3387 TriggerOn::Approach { .. } => "approach",
3388 TriggerOn::StrikeNpc { .. } => "strike-npc",
3389 TriggerOn::StrikeAssembly { .. } => "strike-assembly",
3390 }
3391 }
3392
3393 /// Whether this event needs an `at` anchor — true for everything that
3394 /// watches a place, false for `strike-npc` and `strike-assembly`, which
3395 /// watch an object that carries its own hitbox.
3396 pub fn needs_anchor(&self) -> bool {
3397 !matches!(
3398 self,
3399 TriggerOn::StrikeNpc { .. } | TriggerOn::StrikeAssembly { .. }
3400 )
3401 }
3402
3403 /// The assembly whose hitbox this event watches (`strike-assembly` only).
3404 pub fn assembly_target(&self) -> Option<&AssemblyId> {
3405 match self {
3406 TriggerOn::StrikeAssembly { assembly } => Some(assembly),
3407 _ => None,
3408 }
3409 }
3410
3411 /// The NPC whose body this event watches (`strike-npc` only).
3412 pub fn npc_target(&self) -> Option<&NpcId> {
3413 match self {
3414 TriggerOn::StrikeNpc { npc } => Some(npc),
3415 _ => None,
3416 }
3417 }
3418}
3419
3420/// A combat wave (DSL v0.3): a bundle of mobs spawned at an anchor and slain to
3421/// complete a `kill` objective. Emission (spec-0002): a `spawn-wave` effect
3422/// summons the mobs tagged `dw_wave_<id>` (AI enabled — they fight); a
3423/// `player_killed_entity` advancement per tag decrements a scoreboard countdown,
3424/// and the `kill` objective completes when the count reaches zero.
3425#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3426#[serde(deny_unknown_fields)]
3427pub struct Wave {
3428 /// Unique wave id.
3429 pub id: WaveId,
3430 /// The anchor the wave's mobs spawn at.
3431 pub anchor: AnchorId,
3432 /// The mobs that make up the wave (1..N).
3433 pub mobs: Vec<WaveMob>,
3434 /// Re-seat this wave every time the party rests at (or respawns from) a
3435 /// bonfire (spec-0016 §1) — the souls contract: progress is kept, the
3436 /// enemies come back. The compiler kills any survivor carrying the wave tag
3437 /// and re-runs the wave's own spawn function, so the room is restored to its
3438 /// authored composition and spawn cells.
3439 ///
3440 /// Inert without a `bonfire` in the campaign, which is a compile error
3441 /// (`DW0370`) rather than a silent no-op.
3442 #[serde(default, skip_serializing_if = "is_false")]
3443 pub respawns_on_rest: bool,
3444 /// Tower-defense lane routing (spec-0016 §6): march this wave along a
3445 /// waypoint polyline while distant, hand it to native AI the instant a
3446 /// player is inside `aggro_radius`. Absent = today's behaviour (spawn and
3447 /// stand), byte-identical.
3448 #[serde(default, skip_serializing_if = "Option::is_none")]
3449 pub lane: Option<WaveLane>,
3450 /// Where the wave's mobs materialize (spec-0016 §6). Absent =
3451 /// [`WaveSummon::Anchor`], the pre-0.6 behaviour: standable cells around the
3452 /// wave `anchor`.
3453 #[serde(default, skip_serializing_if = "Option::is_none")]
3454 pub summon: Option<WaveSummon>,
3455 /// How hard this encounter is *meant* to be (DSL v0.7, spec-0023). Absent =
3456 /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.7 campaign.
3457 ///
3458 /// This is a **declaration, not a knob**: the compiler never scales content
3459 /// from it (spec-0023 "Out of scope"). It exists because the validation
3460 /// ladder's inverted floor gate needs to know which fights the content
3461 /// *claims* are hard — an `elite`/`boss` encounter the unassisted bot beats
3462 /// on its first attempt is reported as too easy for its billing. Marking it
3463 /// is how the author opts into that scrutiny; the alternative — inferring
3464 /// "elite" from how tuned a stack looks — is exactly the downstream folklore
3465 /// CLAUDE.md's no-hack rule forbids.
3466 ///
3467 /// **It does reach emission in exactly one place** (spec-0016 §1): in a
3468 /// campaign with a `bonfire`, a billed `elite`/
3469 /// `boss` wave that does not declare `respawns_on_rest` is refreshed by a
3470 /// rest *while it is still standing* — deleted and re-seated at full count
3471 /// and full health, so chipping it down one life at a time is never a path.
3472 /// Beat it and it stays beaten. `DW0499` forbids billing a wave `boss` and
3473 /// `respawns_on_rest` at once.
3474 #[serde(default, skip_serializing_if = "Option::is_none")]
3475 pub tier: Option<EncounterTier>,
3476 /// A health bar over this wave's bodies (DSL v0.31, spec-0073): a named bar
3477 /// over their total health, drawn for every player within `range` blocks of a
3478 /// live one. Absent = no bar, byte-identical. Declared, never derived from
3479 /// `tier`; a `boss`-billed wave without one is advised (`DW0912`).
3480 #[serde(default, skip_serializing_if = "Option::is_none")]
3481 pub health_bar: Option<crate::healthbar::HealthBar>,
3482 /// What happens each time a player is credited with killing one of this
3483 /// wave's bodies (spec-0074) — effect root R9, the same
3484 /// [`OnKill`] an actor declares. Absent = no bundle, and the
3485 /// wave's emission is byte-identical.
3486 #[serde(default, skip_serializing_if = "Option::is_none")]
3487 pub on_kill: Option<OnKill>,
3488}
3489
3490/// What happens each time a body of this fight is killed (spec-0074): the
3491/// `on_kill` of a wave or an actor.
3492#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3493#[serde(deny_unknown_fields)]
3494pub struct OnKill {
3495 /// Whether a body that comes back pays again. Required where the fight comes
3496 /// back after the party has met it — a bonfire re-seats it, or the beat that
3497 /// seats it can fire more than once (`DW0915`); left off where it does not,
3498 /// and `every-kill` there is refused as inert (`DW0914`). No default: whether
3499 /// an economy can be farmed is the creator's judgement.
3500 #[serde(default, skip_serializing_if = "Option::is_none")]
3501 pub fires: Option<KillFires>,
3502 /// The effects, run as the credited player for each credited kill. Every verb
3503 /// an `on_objective_complete` bundle accepts, each gated by its own `when`.
3504 #[schemars(length(min = 1))]
3505 pub effects: Vec<QuestEffect>,
3506}
3507
3508/// Whether a body that comes back after a rest pays again (spec-0074 §4).
3509#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3510#[serde(rename_all = "kebab-case")]
3511pub enum KillFires {
3512 /// Over the whole delve the fight pays at most once per body it seats — the
3513 /// wave's body count, or once for an actor. A re-seat does not renew it.
3514 FirstKill,
3515 /// Every credited kill pays, however many times the fight is re-seated.
3516 EveryKill,
3517}
3518
3519impl KillFires {
3520 /// The kebab token, as it appears in the DSL.
3521 pub fn token(self) -> &'static str {
3522 match self {
3523 KillFires::FirstKill => "first-kill",
3524 KillFires::EveryKill => "every-kill",
3525 }
3526 }
3527}
3528
3529/// What a wave is billed as (DSL v0.7, spec-0023). Consumed by the validation
3530/// ladder (the run's combat plan) and — since spec-0016 §1's undefeated re-seat
3531/// — by one emission site: a bonfire refreshes a billed wave that is still
3532/// standing. Nothing about the encounter itself is scaled from it.
3533#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3534#[serde(rename_all = "kebab-case")]
3535pub enum EncounterTier {
3536 /// Trash / pressure. No floor expectation: a bot that wins it cold proves
3537 /// nothing either way. The default.
3538 #[default]
3539 Ordinary,
3540 /// A set-piece the content bills as a hard fight (spec-0016's optional-elite
3541 /// and spawn-and-unleash vocabulary).
3542 Elite,
3543 /// A campaign's named fight. Same floor rule as `elite`; the distinction is
3544 /// for the run report a human reads.
3545 Boss,
3546}
3547
3548impl EncounterTier {
3549 /// The kebab tag, as it appears in the DSL and in the emitted combat plan.
3550 pub fn token(self) -> &'static str {
3551 match self {
3552 EncounterTier::Ordinary => "ordinary",
3553 EncounterTier::Elite => "elite",
3554 EncounterTier::Boss => "boss",
3555 }
3556 }
3557
3558 /// Does the inverted floor gate (spec-0023) apply to this tier? A fight the
3559 /// content bills as hard carries an expectation the bot can measure; an
3560 /// ordinary one does not.
3561 pub fn has_floor_expectation(self) -> bool {
3562 matches!(self, EncounterTier::Elite | EncounterTier::Boss)
3563 }
3564}
3565
3566/// Where a wave's mobs materialize (spec-0016 §6).
3567#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
3568#[serde(rename_all = "kebab-case")]
3569pub enum WaveSummon {
3570 /// Standable cells around the wave `anchor`, nearest first — the pre-0.6
3571 /// behaviour and the default.
3572 Anchor,
3573 /// **Spirit-summoned at the edge of perception**:
3574 /// each mob appears on the ring at its own `attributes.follow_range` from
3575 /// the wave `anchor`, so it acquires a target the instant it exists and
3576 /// closes under pure native AI. Species without patrol AI never march a
3577 /// lane; this is what they do instead — never a spawn on top of the party,
3578 /// never a mob that brushes past.
3579 ///
3580 /// With this mode the wave `anchor` is the **defended point** (what the ring
3581 /// is drawn around), not the spawn point. Each mob stack must declare its
3582 /// own `attributes.follow_range` (`DW0385`) — the ring radius is authored,
3583 /// never guessed from a vanilla defaults table the compiler cannot verify.
3584 AggroEdge,
3585}
3586
3587/// Tower-defense lane routing for a wave (spec-0016 §6), built on vanilla's
3588/// **Raider patrol system** — the intended primitive, live-verified on 1.21.11
3589/// (`docs/notes/td-routing-spike.md`).
3590///
3591/// The squad spawns `Patrolling:1b` with one `PatrolLeader:1b` and a snake_case
3592/// `patrol_target` int-array; a compiler-emitted clock walks the shared waypoint
3593/// index forward, and per mob a player-proximity check releases `Patrolling:0b`.
3594/// From that instant the mob is a plain native hostile. "Combat preempts
3595/// routing" is engine semantics — vanilla's patrol goal is hard-gated on having
3596/// no target — so the owner's rule (march while distant, fight with NATIVE AI
3597/// once aggroed, never brush past) falls out of the primitive unforced.
3598///
3599/// Lanes are raider-family only (`DW0382`), squad ≥ 2 (`DW0383`), and a lane
3600/// pillager must keep its crossbow (`DW0384`).
3601#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3602#[serde(deny_unknown_fields)]
3603pub struct WaveLane {
3604 /// The lane polyline, in march order: anchors some area's prefab provides.
3605 /// At least one; consecutive legs (counting the wave `anchor` as the origin)
3606 /// must be more than 10 blocks apart — vanilla re-rolls a patrol target
3607 /// within 10 blocks of arrival, so a tighter lane is a lane the engine
3608 /// quietly stops following (`DW0386`).
3609 pub waypoints: Vec<AnchorId>,
3610 /// The release radius, in blocks: the compiler sets every lane mob's
3611 /// `follow_range` attribute to exactly this and releases `Patrolling:0b`
3612 /// at the same distance. The two MUST be equal — a patrolling raider that
3613 /// targets a player it cannot engage holds ground instead of marching, so a
3614 /// per-mob `attributes.follow_range` that disagrees is `DW0381`.
3615 pub aggro_radius: u32,
3616}
3617
3618/// One mob stack in a [`Wave`].
3619#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3620#[serde(deny_unknown_fields)]
3621pub struct WaveMob {
3622 /// Vanilla entity id, validated against the pinned 1.21.11 registry.
3623 pub entity: String,
3624 /// How many to spawn.
3625 pub count: u32,
3626 /// Optional custom name (shown above the mob).
3627 #[serde(default, skip_serializing_if = "Option::is_none")]
3628 pub name: Option<String>,
3629 /// Optional attribute overrides (DSL v0.4), emitted as 1.21.11 attribute
3630 /// components. Enables e.g. a weakened live warden as a survivable stealth
3631 /// threat. Omitted = vanilla defaults.
3632 #[serde(default, skip_serializing_if = "Option::is_none")]
3633 pub attributes: Option<MobAttributes>,
3634 /// Optional permanent, ambient status effects (DSL v0.4).
3635 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3636 pub effects: Vec<MobEffect>,
3637 /// Optional worn/held equipment (DSL v0.6). A helmet is the
3638 /// sanctioned fix for daylight-burning undead — never
3639 /// `set-time`. Item ids validate against the pinned 1.21.11 item registry
3640 /// (`DW0143`, the give-item family); every emitted slot carries drop
3641 /// chance 0 so players can never farm wave gear (no-grind constitution).
3642 #[serde(default, skip_serializing_if = "Option::is_none")]
3643 pub equipment: Option<MobEquipment>,
3644 /// What this mob leaves behind when it dies (DSL v0.9). Only an `elite`/`boss` wave may declare it (`DW0491`)
3645 /// — an ordinary mob's kit is never farmable. Empty = drop chance 0 on
3646 /// every slot.
3647 #[serde(default, skip_serializing_if = "Vec::is_empty")]
3648 pub drops: Vec<MobDrop>,
3649}
3650
3651/// Worn/held equipment for a wave mob (DSL v0.6). Each field is a vanilla item
3652/// id for the matching vanilla equipment slot; an unset slot stays empty —
3653/// except `main_hand`, where the compiler's armed-mob default (skeleton bow,
3654/// wither-skeleton sword) still applies unless overridden. Emitted as the
3655/// component-era `equipment`/`drop_chances` summon NBT (1.21.11 silently
3656/// ignores legacy `ArmorItems`/`HandItems` on `/summon`), all drop chances 0.
3657#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3658#[serde(deny_unknown_fields)]
3659pub struct MobEquipment {
3660 /// Head slot.
3661 #[serde(default, skip_serializing_if = "Option::is_none")]
3662 pub head: Option<EquipItem>,
3663 /// Chest slot.
3664 #[serde(default, skip_serializing_if = "Option::is_none")]
3665 pub chest: Option<EquipItem>,
3666 /// Legs slot.
3667 #[serde(default, skip_serializing_if = "Option::is_none")]
3668 pub legs: Option<EquipItem>,
3669 /// Feet slot.
3670 #[serde(default, skip_serializing_if = "Option::is_none")]
3671 pub feet: Option<EquipItem>,
3672 /// Main-hand slot. Overrides the compiler's armed-mob default.
3673 #[serde(default, skip_serializing_if = "Option::is_none")]
3674 pub main_hand: Option<EquipItem>,
3675 /// Off-hand slot.
3676 #[serde(default, skip_serializing_if = "Option::is_none")]
3677 pub off_hand: Option<EquipItem>,
3678 /// Body slot: horse armour, wolf armour, a llama's carpet, a nautilus's
3679 /// armour, a happy ghast's harness (spec-0067). Shown only on a body whose
3680 /// entity type draws it (`DW0898`).
3681 #[serde(default, skip_serializing_if = "Option::is_none")]
3682 pub body: Option<EquipItem>,
3683 /// Saddle slot (spec-0067). Shown only on a body whose entity type draws a
3684 /// saddle (`DW0898`).
3685 #[serde(default, skip_serializing_if = "Option::is_none")]
3686 pub saddle: Option<EquipItem>,
3687}
3688
3689impl MobEquipment {
3690 /// Every slot as `(dsl_field_name, piece)`, in [`EquipSlot::ALL`]'s order —
3691 /// the single iteration source for validation paths and emission.
3692 pub fn slots(&self) -> [(&'static str, Option<&EquipItem>); EquipSlot::ALL.len()] {
3693 EquipSlot::ALL.map(|s| (s.field(), self.filled(s)))
3694 }
3695
3696 /// Every slot as `(slot, piece)`, in [`EquipSlot::ALL`]'s order.
3697 pub fn pieces(&self) -> [(EquipSlot, Option<&EquipItem>); EquipSlot::ALL.len()] {
3698 EquipSlot::ALL.map(|s| (s, self.filled(s)))
3699 }
3700
3701 /// The piece this equipment declaration puts in `slot`, if any. The single
3702 /// question a `drops[]` `slot` entry asks: a mob can only drop a piece it
3703 /// actually wears (`DW0490`).
3704 pub fn filled(&self, slot: EquipSlot) -> Option<&EquipItem> {
3705 match slot {
3706 EquipSlot::Head => self.head.as_ref(),
3707 EquipSlot::Chest => self.chest.as_ref(),
3708 EquipSlot::Legs => self.legs.as_ref(),
3709 EquipSlot::Feet => self.feet.as_ref(),
3710 EquipSlot::MainHand => self.main_hand.as_ref(),
3711 EquipSlot::OffHand => self.off_hand.as_ref(),
3712 EquipSlot::Body => self.body.as_ref(),
3713 EquipSlot::Saddle => self.saddle.as_ref(),
3714 }
3715 }
3716}
3717
3718/// One vanilla equipment slot, named exactly as the [`MobEquipment`] field that
3719/// fills it. The DSL name and the summon-NBT key differ (`main_hand` vs
3720/// `mainhand`), so both live here and nowhere else.
3721///
3722/// **The set is the pinned game's equipment-slot set** (spec-0067 §2), a
3723/// [`crate::metrics::Provenance::VanillaRule`]: the eight values the
3724/// `minecraft:equippable` component's `slot` field takes, per the Minecraft
3725/// Wiki page *Data component format/equippable* for Java 1.21.11, which are the
3726/// serialised names of the client's `EquipmentSlot` enum. The pinned item data
3727/// is the cross-check, not the source: every `slot` value an item declares is
3728/// asserted to be one of these, and no item declares `mainhand`, because a hand
3729/// takes anything.
3730#[derive(
3731 Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize, JsonSchema,
3732)]
3733#[serde(rename_all = "snake_case")]
3734pub enum EquipSlot {
3735 /// Head slot.
3736 Head,
3737 /// Chest slot.
3738 Chest,
3739 /// Legs slot.
3740 Legs,
3741 /// Feet slot.
3742 Feet,
3743 /// Main-hand slot.
3744 MainHand,
3745 /// Off-hand slot.
3746 OffHand,
3747 /// Body slot (horse armour, wolf armour, carpet, harness).
3748 Body,
3749 /// Saddle slot.
3750 Saddle,
3751}
3752
3753impl EquipSlot {
3754 /// Every slot, in emission order: the two hands, the four armour slots,
3755 /// then `body` and `saddle`. The one enumeration every slot list derives
3756 /// from — `MobEquipment::slots()`, the summon `equipment` / `drop_chances`
3757 /// compounds and the drop-strip line.
3758 pub const ALL: [EquipSlot; 8] = [
3759 EquipSlot::MainHand,
3760 EquipSlot::OffHand,
3761 EquipSlot::Head,
3762 EquipSlot::Chest,
3763 EquipSlot::Legs,
3764 EquipSlot::Feet,
3765 EquipSlot::Body,
3766 EquipSlot::Saddle,
3767 ];
3768
3769 /// The DSL field name (`main_hand`), for diagnostics and JSON pointers.
3770 pub fn field(self) -> &'static str {
3771 match self {
3772 EquipSlot::Head => "head",
3773 EquipSlot::Chest => "chest",
3774 EquipSlot::Legs => "legs",
3775 EquipSlot::Feet => "feet",
3776 EquipSlot::MainHand => "main_hand",
3777 EquipSlot::OffHand => "off_hand",
3778 EquipSlot::Body => "body",
3779 EquipSlot::Saddle => "saddle",
3780 }
3781 }
3782
3783 /// The 1.21.11 `equipment` / `drop_chances` NBT key (`mainhand`) — also the
3784 /// game's own name for the slot, as an `equippable` component spells it.
3785 pub fn nbt(self) -> &'static str {
3786 match self {
3787 EquipSlot::Head => "head",
3788 EquipSlot::Chest => "chest",
3789 EquipSlot::Legs => "legs",
3790 EquipSlot::Feet => "feet",
3791 EquipSlot::MainHand => "mainhand",
3792 EquipSlot::OffHand => "offhand",
3793 EquipSlot::Body => "body",
3794 EquipSlot::Saddle => "saddle",
3795 }
3796 }
3797
3798 /// The slot the game names `name` (`mainhand`), if it is one.
3799 pub fn from_nbt(name: &str) -> Option<EquipSlot> {
3800 EquipSlot::ALL.into_iter().find(|s| s.nbt() == name)
3801 }
3802
3803 /// Whether this is a hand: a hand takes any item, so an item's own declared
3804 /// slot never contradicts it.
3805 pub fn is_hand(self) -> bool {
3806 matches!(self, EquipSlot::MainHand | EquipSlot::OffHand)
3807 }
3808}
3809
3810/// One declared drop of an elite or boss (DSL v0.9).
3811///
3812/// A mob may wear many pieces; what it *leaves behind* is a **declared subset**,
3813/// usually one piece and never automatically everything. Two forms, told apart
3814/// by which field is present:
3815///
3816/// ```json
3817/// { "slot": "main_hand" } // its axe
3818/// { "item": "minecraft:tripwire_hook", "name": "Gate Key" } // a quest item
3819/// ```
3820///
3821/// A `slot` entry must name a slot the same entity's `equipment` really fills
3822/// (`DW0490`) — the drop is the piece the player has been *looking at* through
3823/// the whole fight, so the two declarations cannot disagree. An `item` entry is
3824/// a token the fight *yields* rather than wears, and rides the entity's own
3825/// death loot table.
3826///
3827/// Undeclared slots keep drop chance `0.0` — byte-for-byte today's behaviour, and
3828/// the no-grind constitution's guarantee that an ordinary kit is never farmable.
3829#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3830#[serde(untagged)]
3831pub enum MobDrop {
3832 /// A worn/held piece, named by its equipment slot.
3833 Slot(SlotDrop),
3834 /// A quest token the fight yields (not worn).
3835 Item(ItemDrop),
3836}
3837
3838/// The worn-piece form of a [`MobDrop`].
3839#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3840#[serde(deny_unknown_fields)]
3841pub struct SlotDrop {
3842 /// The equipment slot whose piece drops. Must be filled by the entity's own
3843 /// `equipment` declaration (`DW0490`).
3844 pub slot: EquipSlot,
3845}
3846
3847/// The quest-token form of a [`MobDrop`].
3848#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3849#[serde(deny_unknown_fields)]
3850pub struct ItemDrop {
3851 /// Vanilla item id, validated against the pinned 1.21.11 registry
3852 /// (`DW0143`, the give-item family).
3853 pub item: String,
3854 /// Display name the dropped stack carries as a `custom_name` component.
3855 /// Player-visible, so it enters the l10n string inventory and translates
3856 /// like any other line.
3857 #[serde(default, skip_serializing_if = "Option::is_none")]
3858 pub name: Option<String>,
3859}
3860
3861impl MobDrop {
3862 /// The equipment slot this entry names, or `None` for a quest-item drop.
3863 pub fn slot(&self) -> Option<EquipSlot> {
3864 match self {
3865 MobDrop::Slot(s) => Some(s.slot),
3866 MobDrop::Item(_) => None,
3867 }
3868 }
3869
3870 /// The item id this entry names, or `None` for a worn-piece drop.
3871 pub fn item(&self) -> Option<&str> {
3872 match self {
3873 MobDrop::Slot(_) => None,
3874 MobDrop::Item(i) => Some(&i.item),
3875 }
3876 }
3877
3878 /// The declared display name of a quest-item drop, when set.
3879 pub fn name(&self) -> Option<&String> {
3880 match self {
3881 MobDrop::Slot(_) => None,
3882 MobDrop::Item(i) => i.name.as_ref(),
3883 }
3884 }
3885
3886 /// Mutable access to the display name — the l10n traversal's hook.
3887 pub fn name_mut(&mut self) -> Option<&mut String> {
3888 match self {
3889 MobDrop::Slot(_) => None,
3890 MobDrop::Item(i) => i.name.as_mut(),
3891 }
3892 }
3893}
3894
3895/// One equipped item: either a bare item id, or an id carrying enchantments.
3896///
3897/// The plain form is the common case and stays a plain JSON string, which is
3898/// what keeps every campaign written before enchantments existed byte-identical
3899/// on re-serialisation:
3900///
3901/// ```json
3902/// "main_hand": "minecraft:netherite_sword"
3903/// "head": { "item": "minecraft:netherite_helmet",
3904/// "enchantments": { "minecraft:protection": 4 } }
3905/// ```
3906#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3907#[serde(untagged)]
3908pub enum EquipItem {
3909 /// A bare item id — no enchantments.
3910 Plain(String),
3911 /// An item id plus its enchantments.
3912 Enchanted(EnchantedItem),
3913}
3914
3915impl EquipItem {
3916 /// The item id, whichever form was authored.
3917 pub fn item(&self) -> &str {
3918 match self {
3919 EquipItem::Plain(s) => s,
3920 EquipItem::Enchanted(e) => &e.item,
3921 }
3922 }
3923
3924 /// The enchantments on this piece — empty for the plain form. `BTreeMap`
3925 /// ordered, so emission order is the id order and never hash order
3926 /// (ADR-0006).
3927 pub fn enchantments(&self) -> &BTreeMap<String, u32> {
3928 static EMPTY: std::sync::LazyLock<BTreeMap<String, u32>> =
3929 std::sync::LazyLock::new(BTreeMap::new);
3930 match self {
3931 EquipItem::Plain(_) => &EMPTY,
3932 EquipItem::Enchanted(e) => &e.enchantments,
3933 }
3934 }
3935}
3936
3937/// **The item component a stack's enchantments are written to** — vanilla's own
3938/// rule (`EnchantmentHelper.getComponentType` at 1.21.11): an enchanted book
3939/// STORES its enchantments (`minecraft:stored_enchantments`, what an anvil
3940/// applies to the item it is combined with), and every other item CARRIES them
3941/// (`minecraft:enchantments`). Both are in the pinned 1.21.11
3942/// `data_component_type` registry.
3943///
3944/// A property of the item, not of the surface that writes the stack: a book in
3945/// a `loot` chest, a book handed over by `give-item` and a book on an equipped
3946/// piece are one object, so every emitter asks this one function. An
3947/// enchantment map written to the other component is a book that glints and
3948/// an anvil ignores, which the game accepts without a word.
3949pub fn enchantment_component(item: &str) -> &'static str {
3950 match item.strip_prefix("minecraft:").unwrap_or(item) {
3951 "enchanted_book" => "minecraft:stored_enchantments",
3952 _ => "minecraft:enchantments",
3953 }
3954}
3955
3956/// The enchanted form of [`EquipItem`].
3957#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3958#[serde(deny_unknown_fields)]
3959pub struct EnchantedItem {
3960 /// Item id (e.g. `minecraft:netherite_chestplate`).
3961 pub item: String,
3962 /// Enchantment id → level (e.g. `{"minecraft:protection": 4}`). Emitted as
3963 /// the 1.21 `minecraft:enchantments` item component.
3964 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
3965 pub enchantments: BTreeMap<String, u32>,
3966}
3967
3968/// Attribute overrides for a wave mob (DSL v0.4). Each field maps to a 1.21.11
3969/// `minecraft:` attribute component; an unset field keeps the vanilla base value.
3970#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3971#[serde(deny_unknown_fields)]
3972pub struct MobAttributes {
3973 /// `minecraft:max_health` base value.
3974 #[serde(default, skip_serializing_if = "Option::is_none")]
3975 pub max_health: Option<f64>,
3976 /// `minecraft:attack_damage` base value.
3977 #[serde(default, skip_serializing_if = "Option::is_none")]
3978 pub attack_damage: Option<f64>,
3979 /// `minecraft:movement_speed` base value.
3980 #[serde(default, skip_serializing_if = "Option::is_none")]
3981 pub movement_speed: Option<f64>,
3982 /// `minecraft:follow_range` base value.
3983 #[serde(default, skip_serializing_if = "Option::is_none")]
3984 pub follow_range: Option<f64>,
3985}
3986
3987/// One permanent status effect on a wave mob (DSL v0.4), emitted as an ambient,
3988/// non-expiring `effect give`.
3989#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
3990#[serde(deny_unknown_fields)]
3991pub struct MobEffect {
3992 /// Vanilla effect id (e.g. `minecraft:slowness`), validated against the
3993 /// pinned registry (`DW0192`).
3994 pub effect: String,
3995 /// Amplifier (0 = level I).
3996 pub amplifier: u32,
3997}
3998
3999/// One expanded quest.
4000#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4001#[serde(deny_unknown_fields)]
4002pub struct Quest {
4003 /// Quest id (matches a stage-4 planned quest).
4004 pub id: QuestId,
4005 /// What starts the quest.
4006 pub trigger: Trigger,
4007 /// Ordered objectives (intra-quest DAG via `after`).
4008 pub objectives: Vec<Objective>,
4009 /// Effects fired when a given objective completes.
4010 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
4011 pub on_objective_complete: BTreeMap<ObjectiveId, Vec<QuestEffect>>,
4012 /// Effects fired when the whole quest completes.
4013 pub on_complete: Vec<QuestEffect>,
4014 /// The **cast ledger** (DSL v0.7, spec-0020): for every stage-2 NPC that is
4015 /// live during this quest — spawned and not explicitly removed — where it
4016 /// stands, what it is doing, and what its right-click offers *for this
4017 /// quest's duration*.
4018 ///
4019 /// The ledger exists because an NPC's dialogue used to be one tree for the
4020 /// whole campaign: after the climactic escape a crew member still offered
4021 /// "Tell me what he is." — a premise question absurd once the story moved on.
4022 /// Declaring the scene per quest makes the compiler able to check it
4023 /// (`DW0460`–`DW0467`) and makes the declaration itself the gate: the
4024 /// emitted right-click shows the root this quest declares, so a stale root
4025 /// retires *because the ledger says so*, not because an author remembered a
4026 /// flag.
4027 ///
4028 /// Every NPC live during the quest owes an entry (`DW0460`).
4029 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
4030 pub cast: BTreeMap<NpcId, CastEntry>,
4031 /// What this quest does to the story (DSL v0.8, spec-0025; required at 0.8.0,
4032 /// `DW0481`).
4033 #[serde(default, skip_serializing_if = "Option::is_none")]
4034 pub happening: Option<Happening>,
4035}
4036
4037/// One NPC's entry in a quest's [`cast`](Quest::cast) ledger.
4038///
4039/// Three authored shapes, tried in order (untagged): the bare keyword `"dead"` /
4040/// `"offstage"`, a single flat [`CastPlacement`], or a **list** of placements —
4041/// per-branch casts, each gated by the flags that select its branch (spec-0020
4042/// proof 4: where the effect history is branch-dependent, a single flat
4043/// declaration cannot hold on every reachable branch, and `DW0462` says so).
4044#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4045#[serde(untagged)]
4046pub enum CastEntry {
4047 /// The bare keyword form: `"npc/antiphos": "dead"`. Shorthand for a
4048 /// placement whose `at` is that keyword and which carries no `doing` or
4049 /// `dialogue` — a character who is not in the world has no business and
4050 /// answers no right-click.
4051 Absent(CastAbsence),
4052 /// A single placement that must hold on every reachable branch.
4053 Placement(CastPlacement),
4054 /// Per-branch placements (spec-0020 proof 4). Each carries the
4055 /// `requires_flags`/`forbids_flags` that select its branch.
4056 Branches(Vec<CastPlacement>),
4057}
4058
4059impl CastEntry {
4060 /// Every placement this entry declares, in declared order. The bare-keyword
4061 /// form yields none — there is no scene to check.
4062 pub fn placements(&self) -> Vec<&CastPlacement> {
4063 match self {
4064 CastEntry::Absent(_) => Vec::new(),
4065 CastEntry::Placement(p) => vec![p],
4066 CastEntry::Branches(ps) => ps.iter().collect(),
4067 }
4068 }
4069
4070 /// Every placement this entry declares, mutably (the l10n traversal).
4071 pub fn placements_mut(&mut self) -> Vec<&mut CastPlacement> {
4072 match self {
4073 CastEntry::Absent(_) => Vec::new(),
4074 CastEntry::Placement(p) => vec![p],
4075 CastEntry::Branches(ps) => ps.iter_mut().collect(),
4076 }
4077 }
4078
4079 /// The bare-keyword absence this entry declares, if it is that form.
4080 pub fn absence(&self) -> Option<CastAbsence> {
4081 match self {
4082 CastEntry::Absent(a) => Some(*a),
4083 _ => None,
4084 }
4085 }
4086
4087 /// True if this entry declares the NPC out of the world entirely — the bare
4088 /// keyword, or every placement's `at` being a keyword.
4089 pub fn is_absent(&self) -> bool {
4090 match self {
4091 CastEntry::Absent(_) => true,
4092 CastEntry::Placement(p) => p.at.absence().is_some(),
4093 CastEntry::Branches(ps) => {
4094 !ps.is_empty() && ps.iter().all(|p| p.at.absence().is_some())
4095 }
4096 }
4097 }
4098}
4099
4100/// A declared absence: the NPC is deliberately not in the world.
4101#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
4102#[serde(rename_all = "kebab-case")]
4103pub enum CastAbsence {
4104 /// Removed from the story for good (must match a `despawn-npc` with no later
4105 /// `spawn-npc`).
4106 Dead,
4107 /// Not in the world for this quest, but may return (must match a
4108 /// `despawn-npc`).
4109 Offstage,
4110}
4111
4112impl CastAbsence {
4113 /// The authored keyword (`dead` / `offstage`).
4114 pub fn token(self) -> &'static str {
4115 match self {
4116 CastAbsence::Dead => "dead",
4117 CastAbsence::Offstage => "offstage",
4118 }
4119 }
4120}
4121
4122/// Where a cast entry puts an NPC: a prefab anchor, a mark, or a declared
4123/// absence.
4124#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4125#[serde(untagged)]
4126pub enum CastPlace {
4127 /// `"dead"` or `"offstage"` — explicitly not in the world.
4128 Absent(CastAbsence),
4129 /// The anchor the NPC stands on for this quest's duration. Must equal the
4130 /// position the effect history actually produces (`DW0461`): declaring an
4131 /// anchor does not teleport anybody.
4132 Anchor(AnchorId),
4133 /// The mark the NPC stands on for this quest's duration (spec-0066): the
4134 /// spelling for a body that stands at an offset from its anchor. `DW0461`
4135 /// compares anchor and offset both.
4136 Mark(Mark),
4137}
4138
4139impl CastPlace {
4140 /// The anchor this place names, if it names one.
4141 pub fn anchor(&self) -> Option<&AnchorId> {
4142 match self {
4143 CastPlace::Anchor(a) => Some(a),
4144 CastPlace::Mark(m) => Some(&m.anchor),
4145 CastPlace::Absent(_) => None,
4146 }
4147 }
4148
4149 /// The mark this place names, if it names one: a bare anchor is the mark at
4150 /// a zero offset.
4151 pub fn mark(&self) -> Option<Mark> {
4152 match self {
4153 CastPlace::Anchor(a) => Some(Mark::at(a.clone())),
4154 CastPlace::Mark(m) => Some(m.clone()),
4155 CastPlace::Absent(_) => None,
4156 }
4157 }
4158
4159 /// The declared absence, if this place is one.
4160 pub fn absence(&self) -> Option<CastAbsence> {
4161 match self {
4162 CastPlace::Absent(a) => Some(*a),
4163 CastPlace::Anchor(_) | CastPlace::Mark(_) => None,
4164 }
4165 }
4166
4167 /// The authored token, for diagnostics.
4168 pub fn token(&self) -> String {
4169 match self {
4170 CastPlace::Absent(a) => a.token().to_string(),
4171 CastPlace::Anchor(a) => a.as_str().to_string(),
4172 CastPlace::Mark(m) => m.display(),
4173 }
4174 }
4175}
4176
4177/// One declared scene for one NPC in one quest.
4178#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4179#[serde(deny_unknown_fields)]
4180pub struct CastPlacement {
4181 /// Where the NPC is: an anchor, or `"offstage"` / `"dead"`.
4182 pub at: CastPlace,
4183 /// What the character is *doing* — free prose, never machine-checked.
4184 ///
4185 /// This field is the forcing function, which is the whole reason it is
4186 /// required (`DW0463`) despite being unverifiable: you cannot fill it in
4187 /// without deciding the character's business in this beat, and stage 6
4188 /// receives it as the context the NPC's lines are written against.
4189 #[serde(default, skip_serializing_if = "Option::is_none")]
4190 pub doing: Option<String>,
4191 /// What right-click offers during this quest. Required for an on-stage
4192 /// placement (`DW0463`) — including the explicit `"none"`.
4193 #[serde(default, skip_serializing_if = "Option::is_none")]
4194 pub dialogue: Option<CastDialogue>,
4195 /// Branch gate (per-branch casts): this placement describes the world only
4196 /// once every listed flag is set. Mirrors an option's `requires_flags`.
4197 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4198 pub requires_flags: Vec<FlagId>,
4199 /// Negative branch gate: this placement describes the world only while no
4200 /// listed flag is set. Mirrors an option's `forbids_flags`.
4201 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4202 pub forbids_flags: Vec<FlagId>,
4203 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison must
4204 /// hold for this gate to be open. The third field of the one gate, carried by
4205 /// every gate consumer — never by the verb that first wanted it. Default
4206 /// empty, so a pre-0.10 campaign is byte-identical.
4207 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4208 pub requires_state: Vec<StateCompare>,
4209}
4210
4211/// What an NPC's right-click offers for a quest's duration.
4212///
4213/// Untagged, tried in order: the keywords `"none"` / `"unchanged"`, a
4214/// `{"barks": […]}` pool, then a dialogue root id.
4215#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4216#[serde(untagged)]
4217pub enum CastDialogue {
4218 /// A keyword: `"none"` or `"unchanged"`.
4219 Keyword(CastDialogueKeyword),
4220 /// A bark pool: right-click yields one inconsequential in-character line —
4221 /// no tree, no options, no consequences.
4222 Barks(CastBarks),
4223 /// A dialogue root id: right-click opens this node of the NPC's stage-6
4224 /// tree. Must be a node of *that* NPC's tree (`DW0464`).
4225 Root(DialogueId),
4226}
4227
4228/// The keyword forms of [`CastDialogue`].
4229#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
4230#[serde(rename_all = "kebab-case")]
4231pub enum CastDialogueKeyword {
4232 /// Genuinely no reaction: the right-click is recorded and consumed, and
4233 /// nothing opens. Legal, but a last resort — if a body is clickable, the
4234 /// world should answer; prefer a bark.
4235 None,
4236 /// Carry forward whatever this NPC's dialogue was at its **previous**
4237 /// appearance in the quest-DAG ordering.
4238 ///
4239 /// The point is that carrying dialogue forward is a *conscious, declared
4240 /// act*. It is never an implicit default — an omitted `dialogue` is
4241 /// `DW0463`, not a carry-forward — and writing `"unchanged"` states the
4242 /// intent without re-spelling a root id that then drifts out of sync. It
4243 /// resolves transitively (`unchanged` → `unchanged` → a root), and using it
4244 /// at an NPC's first appearance is `DW0466`: there is nothing to carry.
4245 ///
4246 /// Emission is a **no-op** — no root swap is emitted for that NPC at that
4247 /// quest — which is what makes the sugar cheap and byte-stable.
4248 Unchanged,
4249}
4250
4251/// A bark pool: inconsequential in-character lines, cycled deterministically.
4252#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4253#[serde(deny_unknown_fields)]
4254pub struct CastBarks {
4255 /// The lines, in cycle order. At least one (`DW0464`). Player-visible, so
4256 /// they enter the l10n inventory like any narrate text.
4257 pub barks: Vec<String>,
4258}
4259
4260/// What triggers a quest.
4261#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4262#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
4263pub enum Trigger {
4264 /// Fires when the campaign starts.
4265 CampaignStart,
4266 /// Fires when another quest completes.
4267 QuestComplete {
4268 /// The prerequisite quest.
4269 quest: QuestId,
4270 },
4271}
4272
4273/// A quest objective.
4274///
4275/// Every variant may carry `requires_flags`:
4276/// flag-gated activation, satisfied only once each referenced flag has been set
4277/// by a `set-flag` effect.
4278#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4279#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
4280pub enum Objective {
4281 /// Completed by a dialogue option's `complete-objective` effect.
4282 TalkTo {
4283 /// Objective id.
4284 id: ObjectiveId,
4285 /// Short player-facing objective name (v0.3, optional).
4286 #[serde(default, skip_serializing_if = "Option::is_none")]
4287 title: Option<String>,
4288 /// One-line location/direction hint (v0.3, optional).
4289 #[serde(default, skip_serializing_if = "Option::is_none")]
4290 hint: Option<String>,
4291 /// The NPC to talk to.
4292 npc: NpcId,
4293 /// Prerequisite objectives (intra-quest ordering).
4294 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4295 after: Vec<ObjectiveId>,
4296 /// Flags that must be set before this objective activates (v0.3).
4297 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4298 requires_flags: Vec<FlagId>,
4299 /// Negative flag gate (DSL v0.6): the
4300 /// objective is suppressed (cannot activate or complete) while ANY listed
4301 /// flag is set for the player — the dual of `requires_flags`.
4302 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4303 forbids_flags: Vec<FlagId>,
4304 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4305 /// must hold for this gate to be open. The third field of the one gate,
4306 /// carried by every gate consumer — never by the verb that first wanted
4307 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4308 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4309 requires_state: Vec<StateCompare>,
4310 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
4311 /// bot should traverse sneaking (sprint disabled). Emitted into
4312 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
4313 /// hint; no datapack effect.
4314 #[serde(default, skip_serializing_if = "is_false")]
4315 stealth: bool,
4316 /// What this objective does to the story (DSL v0.8, spec-0025; required
4317 /// at 0.8.0, `DW0481`).
4318 #[serde(default, skip_serializing_if = "Option::is_none")]
4319 happening: Option<Happening>,
4320 },
4321 /// Completed by reaching an anchor once prerequisites are met.
4322 ReachAnchor {
4323 /// Objective id.
4324 id: ObjectiveId,
4325 /// Short player-facing objective name (v0.3, optional).
4326 #[serde(default, skip_serializing_if = "Option::is_none")]
4327 title: Option<String>,
4328 /// One-line location/direction hint (v0.3, optional).
4329 #[serde(default, skip_serializing_if = "Option::is_none")]
4330 hint: Option<String>,
4331 /// The anchor to reach.
4332 anchor: AnchorId,
4333 /// Completion radius (blocks).
4334 radius: u32,
4335 /// Prerequisite objectives (intra-quest ordering).
4336 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4337 after: Vec<ObjectiveId>,
4338 /// Flags that must be set before this objective activates (v0.3).
4339 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4340 requires_flags: Vec<FlagId>,
4341 /// Negative flag gate (DSL v0.6): the
4342 /// objective is suppressed (cannot activate or complete) while ANY listed
4343 /// flag is set for the player — the dual of `requires_flags`.
4344 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4345 forbids_flags: Vec<FlagId>,
4346 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4347 /// must hold for this gate to be open. The third field of the one gate,
4348 /// carried by every gate consumer — never by the verb that first wanted
4349 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4350 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4351 requires_state: Vec<StateCompare>,
4352 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
4353 /// bot should traverse sneaking (sprint disabled). Emitted into
4354 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
4355 /// hint; no datapack effect.
4356 #[serde(default, skip_serializing_if = "is_false")]
4357 stealth: bool,
4358 /// What this objective does to the story (DSL v0.8, spec-0025; required
4359 /// at 0.8.0, `DW0481`).
4360 #[serde(default, skip_serializing_if = "Option::is_none")]
4361 happening: Option<Happening>,
4362 },
4363 /// Completed when the referenced wave is fully slain (v0.3).
4364 Kill {
4365 /// Objective id.
4366 id: ObjectiveId,
4367 /// Short player-facing objective name (v0.3, optional).
4368 #[serde(default, skip_serializing_if = "Option::is_none")]
4369 title: Option<String>,
4370 /// One-line location/direction hint (v0.3, optional).
4371 #[serde(default, skip_serializing_if = "Option::is_none")]
4372 hint: Option<String>,
4373 /// The wave (stage-5 `waves` ref) whose mobs must be slain.
4374 wave: WaveId,
4375 /// Prerequisite objectives.
4376 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4377 after: Vec<ObjectiveId>,
4378 /// Flags that must be set before this objective activates (v0.3).
4379 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4380 requires_flags: Vec<FlagId>,
4381 /// Negative flag gate (DSL v0.6): the
4382 /// objective is suppressed (cannot activate or complete) while ANY listed
4383 /// flag is set for the player — the dual of `requires_flags`.
4384 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4385 forbids_flags: Vec<FlagId>,
4386 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4387 /// must hold for this gate to be open. The third field of the one gate,
4388 /// carried by every gate consumer — never by the verb that first wanted
4389 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4390 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4391 requires_state: Vec<StateCompare>,
4392 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
4393 /// bot should traverse sneaking (sprint disabled). Emitted into
4394 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
4395 /// hint; no datapack effect.
4396 #[serde(default, skip_serializing_if = "is_false")]
4397 stealth: bool,
4398 /// What this objective does to the story (DSL v0.8, spec-0025; required
4399 /// at 0.8.0, `DW0481`).
4400 #[serde(default, skip_serializing_if = "Option::is_none")]
4401 happening: Option<Happening>,
4402 },
4403 /// Completed when `count` of `item` have been collected (v0.3).
4404 ///
4405 /// The items are provided in a container: the compiler's own chest at
4406 /// `anchor` by default, or — since DSL v0.8 — the prefab's existing
4407 /// chest/barrel at [`Objective::Collect::container`], optionally carrying an
4408 /// [`Objective::Collect::item_name`] and padded to read full with
4409 /// [`Objective::Collect::fill_count`].
4410 Collect {
4411 /// Objective id.
4412 id: ObjectiveId,
4413 /// Short player-facing objective name (v0.3, optional).
4414 #[serde(default, skip_serializing_if = "Option::is_none")]
4415 title: Option<String>,
4416 /// One-line location/direction hint (v0.3, optional).
4417 #[serde(default, skip_serializing_if = "Option::is_none")]
4418 hint: Option<String>,
4419 /// Vanilla item id to collect (validated against the registry).
4420 item: String,
4421 /// How many are required.
4422 count: u32,
4423 /// The anchor items are provided at (chest / pickup).
4424 anchor: AnchorId,
4425 /// **Adopt the container the prefab already placed**: the anchor whose
4426 /// assembled-world cell holds
4427 /// a `chest` / `trapped_chest` / `barrel` this collect fills instead of
4428 /// conjuring its own chest at [`Objective::Collect::anchor`].
4429 ///
4430 /// Same division of labour a `loot` entry and a trap's dispenser already
4431 /// keep with the prefab: furniture belongs in the piece. A beach camp's
4432 /// barrel is scenery the player has been walking past since minute one —
4433 /// having the compiler `setblock` a *second*, floating chest beside it to
4434 /// hold the quest item is exactly the downstream workaround the no-hack
4435 /// rule forbids. A `container` whose cell holds no container is a build
4436 /// error (`DW0438`), never a silent fill into a wall.
4437 ///
4438 /// The critical-path step's position follows the container (the bot opens
4439 /// *this* block), and no chest is placed at `anchor` when it is set.
4440 #[serde(default, skip_serializing_if = "Option::is_none")]
4441 container: Option<AnchorId>,
4442 /// **The item comes off a body, not out of a box**: the wave whose
4443 /// declared `drops[]` yield
4444 /// this objective's item. No container is placed — not the compiler's own
4445 /// chest at `anchor`, not a prefab one — and `container` is therefore
4446 /// mutually exclusive with it (`DW0100`-adjacent; `DW0492`).
4447 ///
4448 /// This is what makes "kill the boss → pick up its key → open the door"
4449 /// a *proved* chain rather than an authoring intention. The compiler
4450 /// requires (a) that the named wave really declares an `{item}` drop of
4451 /// this item (`DW0492`), and (b) that a `kill` objective for that wave
4452 /// precedes this collect in the objective graph (`DW0493`). The existing
4453 /// flow machinery then carries the ordering the rest of the way: the
4454 /// door's `requires_flags` hangs off this collect exactly as it would off
4455 /// a chest one.
4456 ///
4457 /// **Waves only.** An actor's death is not observable by any objective —
4458 /// there is no vanilla-side signal the flow machinery could consume — so
4459 /// an actor-gated collect would be an unprovable claim, and per the
4460 /// no-hack doctrine it is excluded rather than approximated. An actor may
4461 /// still declare `drops[]`; those drops just cannot gate a quest.
4462 #[serde(default, skip_serializing_if = "Option::is_none")]
4463 dropped_by: Option<WaveId>,
4464 /// Display name for the collected item (DSL v0.8), emitted as the vanilla `custom_name` item component.
4465 ///
4466 /// A quest item is a *named thing* in the story ("Cheese", "Tide
4467 /// Ledger"), and a player who opens the barrel must read that name — an
4468 /// unnamed `minecraft:pumpkin_pie` says nothing about what the quest asked
4469 /// for. Player-visible, so it enters the l10n string inventory
4470 /// (`obj.<quest>.<obj>.item_name`) and translates like any other line.
4471 ///
4472 /// Naming changes nothing about adjudication: the completion advancement
4473 /// and the per-tick held check both match on the ITEM ID, which a named
4474 /// stack still carries.
4475 #[serde(default, skip_serializing_if = "Option::is_none")]
4476 item_name: Option<String>,
4477 /// Padding stacks that make the container **read full**. Default `0` =
4478 /// the single required
4479 /// stack and nothing else.
4480 ///
4481 /// A barrel of cheese that opens on one lonely wheel reads as a bug, and
4482 /// vanilla's notion of "full" is *occupied slots*, not stack size — so
4483 /// this counts SLOTS: the objective's own stack lands in `container.0` and
4484 /// each padding stack repeats it in `container.1`, `container.2`, … Slot
4485 /// assignment is positional and total, the same determinism story `loot`
4486 /// tells (ADR-0006): no RNG, no loot tables, nothing to reseed.
4487 ///
4488 /// The padding is the same item, so taking the whole barrel still
4489 /// completes the objective and never over- or under-counts it.
4490 #[serde(default, skip_serializing_if = "is_zero")]
4491 fill_count: u32,
4492 /// Prerequisite objectives.
4493 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4494 after: Vec<ObjectiveId>,
4495 /// Flags that must be set before this objective activates (v0.3).
4496 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4497 requires_flags: Vec<FlagId>,
4498 /// Negative flag gate (DSL v0.6): the
4499 /// objective is suppressed (cannot activate or complete) while ANY listed
4500 /// flag is set for the player — the dual of `requires_flags`.
4501 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4502 forbids_flags: Vec<FlagId>,
4503 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4504 /// must hold for this gate to be open. The third field of the one gate,
4505 /// carried by every gate consumer — never by the verb that first wanted
4506 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4507 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4508 requires_state: Vec<StateCompare>,
4509 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
4510 /// bot should traverse sneaking (sprint disabled). Emitted into
4511 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
4512 /// hint; no datapack effect.
4513 #[serde(default, skip_serializing_if = "is_false")]
4514 stealth: bool,
4515 /// What this objective does to the story (DSL v0.8, spec-0025; required
4516 /// at 0.8.0, `DW0481`).
4517 #[serde(default, skip_serializing_if = "Option::is_none")]
4518 happening: Option<Happening>,
4519 },
4520 /// Completed by interacting with an entity at `anchor`; if `requires_item` is
4521 /// set, the item must be **held in the main hand** (v0.3; held semantics since
4522 /// DSL v0.7 — see [`Objective::Interact::requires_item`]).
4523 Interact {
4524 /// Objective id.
4525 id: ObjectiveId,
4526 /// Short player-facing objective name (v0.3, optional).
4527 #[serde(default, skip_serializing_if = "Option::is_none")]
4528 title: Option<String>,
4529 /// One-line location/direction hint (v0.3, optional).
4530 #[serde(default, skip_serializing_if = "Option::is_none")]
4531 hint: Option<String>,
4532 /// The anchor the interaction entity stands at.
4533 anchor: AnchorId,
4534 /// Item the player must be **holding in the main hand** for the
4535 /// interaction to complete (optional).
4536 ///
4537 /// Held, not merely possessed: presenting the
4538 /// item IS the action — a player who right-clicks a sleeping giant with a
4539 /// sharpened stake buried in their backpack has not stabbed anything.
4540 /// Before this ruling the gate read the whole inventory, which made every
4541 /// `requires_item` interaction fire the moment the item was picked up
4542 /// anywhere, whatever the player was actually doing with their hands.
4543 #[serde(default, skip_serializing_if = "Option::is_none")]
4544 requires_item: Option<String>,
4545 /// Diegetic feedback for a click that arrives without the required item in
4546 /// hand (DSL v0.7): narrated to that player in
4547 /// chat instead of the silence the gate used to answer with. Requires
4548 /// `requires_item` (`DW0437`).
4549 ///
4550 /// Only fires while the objective is genuinely open — same activation gate
4551 /// as the affordance itself — so a finished or not-yet-active interaction
4552 /// stays quiet.
4553 #[serde(default, skip_serializing_if = "Option::is_none")]
4554 missing_item_hint: Option<String>,
4555 /// Prop block that IS the interaction affordance (DSL v0.4, spec-0008
4556 /// §2): the compiler `setblock`s it at the anchor on activation (exactly
4557 /// as `collect` uses a real chest). Omitted = the glowing-lantern
4558 /// hologram marker (the v0.3 fallback).
4559 #[serde(default, skip_serializing_if = "Option::is_none")]
4560 prop: Option<Prop>,
4561 /// Prerequisite objectives.
4562 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4563 after: Vec<ObjectiveId>,
4564 /// Flags that must be set before this objective activates (v0.3).
4565 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4566 requires_flags: Vec<FlagId>,
4567 /// Negative flag gate (DSL v0.6): the
4568 /// objective is suppressed (cannot activate or complete) while ANY listed
4569 /// flag is set for the player — the dual of `requires_flags`.
4570 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4571 forbids_flags: Vec<FlagId>,
4572 /// Numeric gate terms (DSL v0.10, spec-0031): every listed comparison
4573 /// must hold for this gate to be open. The third field of the one gate,
4574 /// carried by every gate consumer — never by the verb that first wanted
4575 /// it. Default empty, so a pre-0.10 campaign is byte-identical.
4576 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4577 requires_state: Vec<StateCompare>,
4578 /// Bot stealth hint (DSL v0.4): mark this leg as one the critical-path
4579 /// bot should traverse sneaking (sprint disabled). Emitted into
4580 /// `critical-path.json` as `sneak: true` on the step. Purely a harness
4581 /// hint; no datapack effect.
4582 #[serde(default, skip_serializing_if = "is_false")]
4583 stealth: bool,
4584 /// What this objective does to the story (DSL v0.8, spec-0025; required
4585 /// at 0.8.0, `DW0481`).
4586 #[serde(default, skip_serializing_if = "Option::is_none")]
4587 happening: Option<Happening>,
4588 },
4589}
4590
4591/// A prop block for an `interact` objective (DSL v0.4). The block is the
4592/// affordance the player interacts with; its id is validated against the pinned
4593/// 1.21.11 block registry (`DW0193`).
4594#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4595#[serde(deny_unknown_fields)]
4596pub struct Prop {
4597 /// Vanilla block id (e.g. `minecraft:lever`).
4598 pub block: String,
4599}
4600
4601// ---------------------------------------------------------------------------
4602// Stage 5 — scripted actors (DSL v0.6, spec-0014)
4603// ---------------------------------------------------------------------------
4604
4605/// A scripted stage actor (DSL v0.6, spec-0014): a NoAI/Silent/no-loot puppet,
4606/// distinct from a stage-2 [`Npc`] (no dialogue, any mob type). Emitted with tag
4607/// `dw_actor_<id>`, `Invulnerable` unless `vulnerable` (a damageable puppet stays
4608/// knockback-immune — the tower-defense creep). `skin` re-dresses it as a
4609/// `minecraft:mannequin`, exactly as a stage-2 NPC skin. The puppet is summoned by
4610/// a `spawn-actor` effect (not at load), moved by `move-actor`, and can be replaced
4611/// by a real-AI twin with `unleash-actor`.
4612#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4613#[serde(deny_unknown_fields)]
4614pub struct Actor {
4615 /// Unique actor id (`actor/<kebab>`).
4616 pub id: ActorId,
4617 /// The vanilla entity to puppet, e.g. `minecraft:warden`. Validated against the
4618 /// pinned 1.21.11 entity registry (`DW0173`).
4619 pub entity: String,
4620 /// Optional custom name shown above the puppet.
4621 #[serde(default, skip_serializing_if = "Option::is_none")]
4622 pub name: Option<String>,
4623 /// Optional player-model skin (mannequin), as a stage-2 NPC (`DW0190`).
4624 #[serde(default, skip_serializing_if = "Option::is_none")]
4625 pub skin: Option<NpcSkin>,
4626 /// The anchor the puppet is summoned on (resolved across areas, like an
4627 /// `open-gate` / `move-npc` destination).
4628 pub anchor: AnchorId,
4629 /// Integer `[x, y, z]` block offset from `anchor` (spec-0066, default
4630 /// `[0, 0, 0]`): the puppet stands at the [`Mark`] the two fields spell, so
4631 /// a rank of bodies is one anchor and an offset apiece.
4632 #[serde(default, skip_serializing_if = "is_zero3")]
4633 pub offset: [i32; 3],
4634 /// Initial facing (default `south`). The puppet spawns yawed this way.
4635 #[serde(default, skip_serializing_if = "Option::is_none")]
4636 pub facing: Option<Facing>,
4637 /// If `true`, the puppet is damageable (a tower-defense creep) but stays
4638 /// knockback-immune; default `false` (fully `Invulnerable`).
4639 #[serde(default, skip_serializing_if = "is_false")]
4640 pub vulnerable: bool,
4641 /// Gear the actor wears and holds, in the same shape a wave mob uses
4642 /// ([`MobEquipment`]). Emitted into BOTH the staged puppet and the
4643 /// unleashed twin, so the dormant elite the player has been circling is
4644 /// visibly the same armoured thing that stands up. Drop chances are zero —
4645 /// wave gear and actor gear are never farmable (no-grind constitution).
4646 #[serde(default, skip_serializing_if = "Option::is_none")]
4647 pub equipment: Option<MobEquipment>,
4648 /// Attribute overrides, in the same shape a wave mob uses ([`MobAttributes`],
4649 /// the v0.4 surface — one type, one rule set, so the two surfaces cannot
4650 /// drift). Emitted into BOTH the staged puppet and the unleashed twin, so the
4651 /// elite the party fights is the elite the author tuned; without it an actor
4652 /// was stuck at vanilla base values while every wave mob could be tuned,
4653 /// which is what blocked elite authoring. A `vulnerable` actor's
4654 /// knockback-immunity is emitted first and is not authorable.
4655 #[serde(default, skip_serializing_if = "Option::is_none")]
4656 pub attributes: Option<MobAttributes>,
4657 /// How hard this actor's fight is *meant* to be (DSL v0.8, spec-0023) — the
4658 /// same [`EncounterTier`] vocabulary a [`Wave`] declares. Absent =
4659 /// [`EncounterTier::Ordinary`], byte-identical to every pre-0.8 campaign.
4660 ///
4661 /// A wave is not the only shape an elite takes. The set-piece souls fight —
4662 /// the armoured thing kneeling among the graves that stands up when you hit
4663 /// it — is an **actor**: staged by `spawn-actor`, given AI by
4664 /// `unleash-actor`, killed by hand rather than by a `kill` objective. Before
4665 /// this field nothing anywhere stated what such a fight was billed as.
4666 ///
4667 /// Like the wave field this is a **declaration, not a knob**: the compiler
4668 /// never scales an actor from it, and emission is unchanged whichever tier is
4669 /// declared. Its readers are the health-bar advisory (`DW0912`) and the drop
4670 /// rule — only a billed fight leaves anything behind.
4671 #[serde(default, skip_serializing_if = "Option::is_none")]
4672 pub tier: Option<EncounterTier>,
4673 /// A health bar over this actor's fight (DSL v0.31, spec-0073) — the same
4674 /// [`HealthBar`](crate::healthbar::HealthBar) a [`Wave`] declares. It reads the
4675 /// bodies whose health can move: the unleashed twin, or the puppet itself when
4676 /// the actor is `vulnerable`. A bar on an actor that is neither is `DW0909`.
4677 /// Absent = no bar, byte-identical.
4678 #[serde(default, skip_serializing_if = "Option::is_none")]
4679 pub health_bar: Option<crate::healthbar::HealthBar>,
4680 /// What this actor leaves behind when a player kills it. Only an
4681 /// `elite`/`boss` actor may
4682 /// declare it (`DW0491`). Emitted into BOTH the staged puppet and the
4683 /// unleashed twin, exactly as `equipment` is — the drop belongs to the body,
4684 /// not to one of its two lifecycles. A `despawn-actor` strips the
4685 /// declaration off the body before removing it, so re-caging an elite (a
4686 /// souls re-seat) never scatters its axe.
4687 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4688 pub drops: Vec<MobDrop>,
4689 /// What this body can do when it moves (DSL v0.11, spec-0034) — the same
4690 /// [`BodyTraversal`] a stage-2 [`Npc`] carries, because traversal belongs to
4691 /// the body and not to the stage that declares it. Absent = the class the
4692 /// compiler derives from `entity` (or from `minecraft:mannequin` when `skin`
4693 /// is set).
4694 #[serde(default, skip_serializing_if = "Option::is_none")]
4695 pub traversal: Option<BodyTraversal>,
4696 /// What happens each time a player is credited with killing this actor's
4697 /// body (spec-0074) — effect root R9, the same [`OnKill`] a
4698 /// wave declares. Absent = no bundle, and the actor's emission is
4699 /// byte-identical.
4700 #[serde(default, skip_serializing_if = "Option::is_none")]
4701 pub on_kill: Option<OnKill>,
4702}
4703
4704/// A cardinal facing keyword (DSL v0.6). Emitted as the puppet's spawn yaw
4705/// (MC: yaw 0 = +z/south).
4706#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
4707#[serde(rename_all = "kebab-case")]
4708pub enum Facing {
4709 /// Facing +z (yaw 0) — the default.
4710 South,
4711 /// Facing -z (yaw 180).
4712 North,
4713 /// Facing -x (yaw 90).
4714 West,
4715 /// Facing +x (yaw 270).
4716 East,
4717}
4718
4719impl Facing {
4720 /// The kebab token (`south` / `north` / `west` / `east`).
4721 pub fn token(self) -> &'static str {
4722 match self {
4723 Facing::South => "south",
4724 Facing::North => "north",
4725 Facing::West => "west",
4726 Facing::East => "east",
4727 }
4728 }
4729}
4730
4731/// How a `despawn-actor` removes its puppet (DSL v0.6).
4732#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
4733#[serde(rename_all = "kebab-case")]
4734pub enum DespawnStyle {
4735 /// The body leaves unseen: no death animation, red flash or death particles
4736 /// where it stood. It is moved under the world and removed there.
4737 Vanish,
4738 /// The body dies where it stands, with the vanilla death animation (a death
4739 /// the player is meant to watch).
4740 Kill,
4741}
4742
4743impl DespawnStyle {
4744 /// The kebab token (`vanish` / `kill`).
4745 pub fn token(self) -> &'static str {
4746 match self {
4747 DespawnStyle::Vanish => "vanish",
4748 DespawnStyle::Kill => "kill",
4749 }
4750 }
4751}
4752
4753// ---------------------------------------------------------------------------
4754// Stage 5 — assemblies (spec-0082)
4755// ---------------------------------------------------------------------------
4756
4757/// A fixed thing that can be hit and hits back (spec-0082): an object built of
4758/// display entities standing at a [`Mark`], moving through the clips of a
4759/// library [`rig`](crate::rig), struck in melee through an optional
4760/// `minecraft:interaction` hitbox, and striking a player who stands in its
4761/// arming region.
4762///
4763/// It is not a fight class and never dies: no health, equipment, traversal,
4764/// health bar or kill credit. A hit count is an ordinary `state` datum a
4765/// `strike-assembly` trigger adds to, and what happens at a count is an effect
4766/// behind the ordinary gate.
4767#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4768#[serde(deny_unknown_fields)]
4769pub struct Assembly {
4770 /// Unique assembly id (`assembly/<kebab>`).
4771 pub id: AssemblyId,
4772 /// The library rig (`rig/<name>`, resolved to `rigs/<name>/rig.json`
4773 /// beside the prefab library) whose parts and clips this assembly is.
4774 pub rig: RigId,
4775 /// Where the rig's origin stands: an anchor and an optional offset. The
4776 /// rig's origin is the mark cell's centre at its floor plane.
4777 pub at: Mark,
4778 /// Which way the rig's `+z` front faces (default `south`). Applied by the
4779 /// compiler to every frame, so the emitted entities stand at yaw 0.
4780 #[serde(default, skip_serializing_if = "Option::is_none")]
4781 pub facing: Option<Facing>,
4782 /// The clip playing from spawn. Absent: the parts stand in the rig's rest
4783 /// pose and no clip plays until a `play-clip`.
4784 #[serde(default, skip_serializing_if = "Option::is_none")]
4785 pub initial: Option<String>,
4786 /// The `minecraft:interaction` a player strikes. Absent: the assembly
4787 /// cannot be struck, and a `strike-assembly` on it is refused (`DW0936`).
4788 #[serde(default, skip_serializing_if = "Option::is_none")]
4789 pub hitbox: Option<AssemblyHitbox>,
4790 /// The blows it deals. Absent: it never strikes.
4791 #[serde(default, skip_serializing_if = "Option::is_none")]
4792 pub strikes: Option<AssemblyStrikes>,
4793}
4794
4795impl Assembly {
4796 /// The declared facing, `south` when absent.
4797 pub fn facing(&self) -> Facing {
4798 self.facing.unwrap_or(Facing::South)
4799 }
4800}
4801
4802/// An assembly's hitbox (spec-0082 §3.2): a `minecraft:interaction` of
4803/// `width × height` whose bottom centre is the mark's cell centre plus
4804/// `offset`. Melee only: an arrow passes through an interaction.
4805#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4806#[serde(deny_unknown_fields)]
4807pub struct AssemblyHitbox {
4808 /// Width in blocks (`0 < width <= 6`, `DW0936`).
4809 pub width: f64,
4810 /// Height in blocks (`0 < height <= 22`, `DW0936`).
4811 pub height: f64,
4812 /// Integer `[x, y, z]` block offset of the box's bottom centre from the
4813 /// mark (default `[0, 0, 0]`).
4814 #[serde(default, skip_serializing_if = "is_zero3")]
4815 pub offset: [i32; 3],
4816}
4817
4818/// An assembly's strike pattern (spec-0082 §3.2).
4819///
4820/// The pattern runs, repeating from its first step, on every tick on which
4821/// some player's body is in `while_in`, and stops at the end of the step in
4822/// flight when nobody is.
4823#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4824#[serde(deny_unknown_fields)]
4825pub struct AssemblyStrikes {
4826 /// The arming region: an anchor-centred box. Every landing box lies inside
4827 /// it (`DW0938`), so a player who never entered it is never struck.
4828 pub while_in: StealthZone,
4829 /// The steps, in order.
4830 pub pattern: Vec<StrikeStep>,
4831 /// Aim (spec-0082 §5.7). Absent: every blow lands where its `on_land`
4832 /// boxes say. Present: at the start of every wind-up the assembly turns to
4833 /// the one of its declared facings nearest the bearing of the nearest
4834 /// player in `while_in`, and every `damage-players` box in `on_land` turns
4835 /// with it.
4836 #[serde(default, skip_serializing_if = "Option::is_none")]
4837 pub aim: Option<StrikeAim>,
4838}
4839
4840/// An aimed strike pattern's facings (spec-0082 §5.7): `facings` turns
4841/// evenly spaced round the vertical axis through the mark, the first being the
4842/// assembly's declared `facing`. Every `on_land` box is written for that first
4843/// facing; the compiler turns it to each of the others and proves every facing
4844/// a player in `while_in` can draw (`DW0938`, judged per facing). Which facing
4845/// a blow takes is chosen at run time among the proven ones; nothing about
4846/// where it lands is computed there.
4847#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4848#[serde(deny_unknown_fields)]
4849pub struct StrikeAim {
4850 /// How many facings, evenly spaced: 4 is a quarter turn apart, 8 an eighth,
4851 /// 16 a sixteenth. At least 1 (1 is the declared facing alone).
4852 pub facings: std::num::NonZeroU32,
4853}
4854
4855/// One step of a strike pattern: wind up, hold, strike, land.
4856///
4857/// How long the wind-up is and how hard the blow lands are the creator's
4858/// judgement, by spec-0016's standing ruling: no telegraph rule and no
4859/// one-shot rule.
4860#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4861#[serde(deny_unknown_fields)]
4862pub struct StrikeStep {
4863 /// The clip played first.
4864 pub windup: String,
4865 /// Ticks the windup's last frame is held before the strike clip starts.
4866 pub hold: u32,
4867 /// The clip the blow is.
4868 pub strike: String,
4869 /// The step's pace: the keyframe cadence, in ticks per frame (1–20, the
4870 /// rig's own bounds), its wind-up and strike clips play at. Absent: each
4871 /// clip's own. The wind-up lasts `1 + (frames - 1) × cadence` ticks, then
4872 /// `hold`; the blow lands one cadence after the strike's last frame.
4873 #[serde(default, skip_serializing_if = "Option::is_none")]
4874 pub ticks_per_frame: Option<u32>,
4875 /// Effects run, with no acting player, on the tick a client has drawn the
4876 /// strike clip's last frame whole (one cadence after it is applied). A step
4877 /// with none is a feint.
4878 #[serde(default, skip_serializing_if = "Vec::is_empty")]
4879 pub on_land: Vec<QuestEffect>,
4880}
4881
4882/// One step of a [`Verb::Sequence`] (DSL v0.6): a group of effects fired at
4883/// an exact tick offset from the sequence's start.
4884#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
4885#[serde(deny_unknown_fields)]
4886pub struct SequenceStep {
4887 /// Tick offset from the sequence start at which `effects` fire.
4888 pub at_ticks: u32,
4889 /// The effects fired at `at_ticks`. Any stage-5 effect except a nested
4890 /// `sequence` (rejected with `DW0329`).
4891 pub effects: Vec<QuestEffect>,
4892}
4893
4894impl Objective {
4895 /// This objective's id.
4896 pub fn id(&self) -> &ObjectiveId {
4897 match self {
4898 Objective::TalkTo { id, .. }
4899 | Objective::ReachAnchor { id, .. }
4900 | Objective::Kill { id, .. }
4901 | Objective::Collect { id, .. }
4902 | Objective::Interact { id, .. } => id,
4903 }
4904 }
4905
4906 /// This objective's prerequisites.
4907 pub fn after(&self) -> &[ObjectiveId] {
4908 match self {
4909 Objective::TalkTo { after, .. }
4910 | Objective::ReachAnchor { after, .. }
4911 | Objective::Kill { after, .. }
4912 | Objective::Collect { after, .. }
4913 | Objective::Interact { after, .. } => after,
4914 }
4915 }
4916
4917 /// The short player-facing objective title (v0.3, optional).
4918 pub fn title(&self) -> Option<&str> {
4919 match self {
4920 Objective::TalkTo { title, .. }
4921 | Objective::ReachAnchor { title, .. }
4922 | Objective::Kill { title, .. }
4923 | Objective::Collect { title, .. }
4924 | Objective::Interact { title, .. } => title.as_deref(),
4925 }
4926 }
4927
4928 /// The one-line location/direction hint (v0.3, optional).
4929 pub fn hint(&self) -> Option<&str> {
4930 match self {
4931 Objective::TalkTo { hint, .. }
4932 | Objective::ReachAnchor { hint, .. }
4933 | Objective::Kill { hint, .. }
4934 | Objective::Collect { hint, .. }
4935 | Objective::Interact { hint, .. } => hint.as_deref(),
4936 }
4937 }
4938
4939 /// Mutable access to the optional player-facing title (i18n localization).
4940 pub fn title_mut(&mut self) -> &mut Option<String> {
4941 match self {
4942 Objective::TalkTo { title, .. }
4943 | Objective::ReachAnchor { title, .. }
4944 | Objective::Kill { title, .. }
4945 | Objective::Collect { title, .. }
4946 | Objective::Interact { title, .. } => title,
4947 }
4948 }
4949
4950 /// Mutable access to the optional one-line hint (i18n localization).
4951 pub fn hint_mut(&mut self) -> &mut Option<String> {
4952 match self {
4953 Objective::TalkTo { hint, .. }
4954 | Objective::ReachAnchor { hint, .. }
4955 | Objective::Kill { hint, .. }
4956 | Objective::Collect { hint, .. }
4957 | Objective::Interact { hint, .. } => hint,
4958 }
4959 }
4960
4961 /// The flags that must be set before this objective activates (v0.3).
4962 pub fn requires_flags(&self) -> &[FlagId] {
4963 match self {
4964 Objective::TalkTo { requires_flags, .. }
4965 | Objective::ReachAnchor { requires_flags, .. }
4966 | Objective::Kill { requires_flags, .. }
4967 | Objective::Collect { requires_flags, .. }
4968 | Objective::Interact { requires_flags, .. } => requires_flags,
4969 }
4970 }
4971
4972 /// The negative flag gate (DSL v0.6): flags whose being set **suppresses**
4973 /// this objective. The dual of [`Objective::requires_flags`].
4974 pub fn forbids_flags(&self) -> &[FlagId] {
4975 match self {
4976 Objective::TalkTo { forbids_flags, .. }
4977 | Objective::ReachAnchor { forbids_flags, .. }
4978 | Objective::Kill { forbids_flags, .. }
4979 | Objective::Collect { forbids_flags, .. }
4980 | Objective::Interact { forbids_flags, .. } => forbids_flags,
4981 }
4982 }
4983
4984 /// The numeric gate terms (DSL v0.10, spec-0031): comparisons that must hold
4985 /// before this objective activates. See [`StateCompare`].
4986 pub fn requires_state(&self) -> &[StateCompare] {
4987 match self {
4988 Objective::TalkTo { requires_state, .. }
4989 | Objective::ReachAnchor { requires_state, .. }
4990 | Objective::Kill { requires_state, .. }
4991 | Objective::Collect { requires_state, .. }
4992 | Objective::Interact { requires_state, .. } => requires_state,
4993 }
4994 }
4995
4996 /// What this objective does to the story (DSL v0.8, spec-0025).
4997 pub fn happening(&self) -> Option<&Happening> {
4998 match self {
4999 Objective::TalkTo { happening, .. }
5000 | Objective::ReachAnchor { happening, .. }
5001 | Objective::Kill { happening, .. }
5002 | Objective::Collect { happening, .. }
5003 | Objective::Interact { happening, .. } => happening.as_ref(),
5004 }
5005 }
5006
5007 /// The bot stealth hint (DSL v0.4): traverse this leg sneaking.
5008 pub fn stealth(&self) -> bool {
5009 match self {
5010 Objective::TalkTo { stealth, .. }
5011 | Objective::ReachAnchor { stealth, .. }
5012 | Objective::Kill { stealth, .. }
5013 | Objective::Collect { stealth, .. }
5014 | Objective::Interact { stealth, .. } => *stealth,
5015 }
5016 }
5017
5018 /// The container this objective ADOPTS (DSL v0.8), if it is a `collect` that
5019 /// declares one: the anchor whose prefab-placed chest/barrel it fills instead
5020 /// of conjuring its own chest. `None` on every other objective and on a
5021 /// `collect` that keeps the compiler-placed chest.
5022 pub fn collect_container(&self) -> Option<&AnchorId> {
5023 match self {
5024 Objective::Collect { container, .. } => container.as_ref(),
5025 _ => None,
5026 }
5027 }
5028
5029 /// The wave whose declared drops provide this objective's item (DSL v0.9),
5030 /// if it is a `collect` that declares one. `None` on every other objective
5031 /// and on a `collect` fed by a container.
5032 pub fn collect_dropped_by(&self) -> Option<&WaveId> {
5033 match self {
5034 Objective::Collect { dropped_by, .. } => dropped_by.as_ref(),
5035 _ => None,
5036 }
5037 }
5038
5039 /// The padding-stack count of a `collect` (DSL v0.8); `0` for every other
5040 /// objective and for a `collect` that fills the single required stack only.
5041 pub fn collect_fill_count(&self) -> u32 {
5042 match self {
5043 Objective::Collect { fill_count, .. } => *fill_count,
5044 _ => 0,
5045 }
5046 }
5047
5048 /// The `interact` prop block (DSL v0.4), if this is an `interact` with a prop.
5049 pub fn prop(&self) -> Option<&Prop> {
5050 match self {
5051 Objective::Interact { prop, .. } => prop.as_ref(),
5052 _ => None,
5053 }
5054 }
5055
5056 /// The kebab type tag.
5057 pub fn kind(&self) -> &'static str {
5058 match self {
5059 Objective::TalkTo { .. } => "talk-to",
5060 Objective::ReachAnchor { .. } => "reach-anchor",
5061 Objective::Kill { .. } => "kill",
5062 Objective::Collect { .. } => "collect",
5063 Objective::Interact { .. } => "interact",
5064 }
5065 }
5066
5067 /// The v0.3 verb name if this objective is one of the verbs introduced in
5068 /// DSL v0.3 (`kill`/`collect`/`interact`). These validate in v0.3 campaigns
5069 ///.
5070 pub fn v03_verb(&self) -> Option<&'static str> {
5071 match self {
5072 Objective::Kill { .. } => Some("kill"),
5073 Objective::Collect { .. } => Some("collect"),
5074 Objective::Interact { .. } => Some("interact"),
5075 Objective::TalkTo { .. } | Objective::ReachAnchor { .. } => None,
5076 }
5077 }
5078}
5079
5080/// The condition under which an effect fires, as one object.
5081///
5082/// The three axes of [`crate::gate::Gate`] in their declared form: the flags that
5083/// must be set, the flags that must not be, and the numeric comparisons that must
5084/// hold. Declared once and carried by [`QuestEffect::when`], so every verb is
5085/// gatable on exactly the same terms and a fourth axis is one field here.
5086#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize, JsonSchema)]
5087#[serde(deny_unknown_fields)]
5088pub struct Guard {
5089 /// Flags that must ALL be set (per party) for the effect to fire. Emission
5090 /// wraps the effect's commands in `execute if score #party dw.f_<flag> matches 1`.
5091 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5092 pub requires_flags: Vec<FlagId>,
5093 /// Flags whose being set SUPPRESSES the effect — the dual of `requires_flags`,
5094 /// emitted as `execute unless score #party dw.f_<flag> matches 1`.
5095 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5096 pub forbids_flags: Vec<FlagId>,
5097 /// Numeric comparisons that must ALL hold (spec-0031), emitted as
5098 /// `execute if score <holder> dw.s_<state> matches <range>`.
5099 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5100 pub requires_state: Vec<StateCompare>,
5101}
5102
5103/// An effect fired by quest progress: **one guard, one story note, one verb.**
5104///
5105/// The guard is a property of an effect, not of the verb that first wanted one, so
5106/// it is declared once in [`Guard`] and every verb carries it — including the
5107/// staging and souls vocabulary (`spawn-actor`, `move-actor`, `set-checkpoint`,
5108/// `bonfire`, `begin-stealth`, `sequence`, …) that could not be branch-gated while
5109/// the fields lived on the variants. A gate that can never open on a
5110/// `campaign-complete` is caught where it belongs, by the completability proof.
5111///
5112/// `verb` is `#[serde(flatten)]`, so the JSON is unchanged in shape apart from the
5113/// guard moving under `when`: `{"type": "open-gate", "anchor": "…", "when":
5114/// {"requires_flags": ["…"]}}`. [`Verb`] keeps `deny_unknown_fields`, which is what
5115/// the flattened deserializer applies to everything the outer struct did not claim
5116/// — an author's typo is still `DW0100`.
5117#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5118pub struct QuestEffect {
5119 /// When this effect fires. `None` is the always-open gate.
5120 #[serde(default, skip_serializing_if = "Option::is_none")]
5121 pub when: Option<Guard>,
5122 /// What this beat does to the story (spec-0025) — validation metadata with no
5123 /// emission of its own.
5124 #[serde(default, skip_serializing_if = "Option::is_none")]
5125 pub happening: Option<Happening>,
5126 /// **Who a player-facing effect addresses** (spec-0085 §3.2): `party` or
5127 /// `actor`, the one player whose act fired the root. Absent = the root's own
5128 /// answer — a quest completion addresses the party, a death, a respawn, a
5129 /// purchase, a credited kill and a `presser` trigger address their actor, a
5130 /// polled trigger, a trap and a shortcut address the party — so a campaign
5131 /// that never writes the field emits exactly what it emitted before it
5132 /// existed.
5133 ///
5134 /// A property of the envelope rather than of any verb: it reaches every
5135 /// verb the emitter addresses to players ([`Verb::addresses_players`]), and
5136 /// on any other verb it is refused (`DW0942`). `actor` where emission has no
5137 /// acting player is `DW0503`.
5138 #[serde(default, skip_serializing_if = "Option::is_none")]
5139 pub audience: Option<EffectAudience>,
5140 /// **Narrows the audience to players inside an anchor-centred box**
5141 /// (`anchor ± extent`, spec-0085 §3.2) at the moment the effect fires — the
5142 /// same [`StealthZone`] a `begin-stealth` zone and a `lethal_volumes[]`
5143 /// region take, resolved through the one `Plan::zone_box`. Composes with
5144 /// [`Self::audience`]: `actor` + `in` is the actor, if they stand in the box.
5145 ///
5146 /// One field on the envelope, reaching every player-facing verb; refused on
5147 /// any other (`DW0942`) — a box narrows an audience, and a world fact has
5148 /// none.
5149 #[serde(default, rename = "in", skip_serializing_if = "Option::is_none")]
5150 pub within: Option<StealthZone>,
5151 /// What the effect does.
5152 #[serde(flatten)]
5153 pub verb: Verb,
5154}
5155
5156/// **Who a player-facing effect addresses** (spec-0085 §3.2).
5157#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5158#[serde(rename_all = "kebab-case")]
5159pub enum EffectAudience {
5160 /// Every player — `@a`.
5161 Party,
5162 /// The one player whose act fired the root — the completing player, the
5163 /// presser, the dying or respawning player, the buyer, the credited killer.
5164 /// Emitted `@s`, so it exists only where emission has an acting player
5165 /// (`DW0503`).
5166 Actor,
5167}
5168
5169impl EffectAudience {
5170 /// The token the document spells.
5171 pub fn token(self) -> &'static str {
5172 match self {
5173 EffectAudience::Party => "party",
5174 EffectAudience::Actor => "actor",
5175 }
5176 }
5177}
5178
5179impl From<Verb> for QuestEffect {
5180 /// An unguarded effect with no story note and the root's own audience — the
5181 /// shape a compiler-synthesized beat and most tests want.
5182 fn from(verb: Verb) -> Self {
5183 QuestEffect {
5184 when: None,
5185 happening: None,
5186 audience: None,
5187 within: None,
5188 verb,
5189 }
5190 }
5191}
5192
5193/// What an effect does, without the guard: the closed set of verbs.
5194#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5195#[serde(tag = "type", rename_all = "kebab-case", deny_unknown_fields)]
5196pub enum Verb {
5197 /// Opens a prefab-declared gate (one-way).
5198 OpenGate {
5199 /// The gate anchor to open.
5200 anchor: AnchorId,
5201 },
5202 /// Seals a prefab-declared gate — the physical dual of `open-gate` (DSL v0.6):
5203 /// fills the gate anchor's region with the block the anchor declares (e.g. the
5204 /// boulder's `minecraft:basalt`), turning an opened threshold back into a wall.
5205 /// The declared fill block is prefab metadata; a gate anchor with no `block` is
5206 /// rejected (`DW0343`). The completability model treats the region as **solid**
5207 /// from the point in the quest DAG where this fires (mirroring how `open-gate`'s
5208 /// clearing is modelled) — a critical path that must cross a gate after it seals
5209 /// fails the DW0311 reachability proof.
5210 CloseGate {
5211 /// The gate anchor to seal.
5212 anchor: AnchorId,
5213 /// 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
5214 /// and press: the compiler answers that press on the actionbar. Absent, the
5215 /// compiler's canonical English is baked in (`The way is sealed.`) exactly
5216 /// as `world.boundary.message` does; authored, the line is l10n-inventoried
5217 /// under `<effect-key>.sealed_hint` and translates like every other
5218 /// player-visible string.
5219 ///
5220 /// Unlike `happening`, this **does** print in the hand-written `Debug`
5221 /// below when present — it changes emission, so two otherwise-identical
5222 /// sequences that differ only in their seal's answer are different content.
5223 #[serde(default, skip_serializing_if = "Option::is_none")]
5224 sealed_hint: Option<String>,
5225 },
5226 /// Marks the campaign complete (final advancement + credits). Terminal — not
5227 /// flag-gatable (gating the campaign's own completion is a deadlock footgun),
5228 /// so this variant carries no `requires_flags`.
5229 CampaignComplete {
5230 /// Which ENDING this is (DSL v0.8, spec-0025).
5231 /// A campaign with more than one `campaign-complete` has more than one
5232 /// ending, and a branch that runs to an ending names it here — so the
5233 /// terminality proof (`DW0482`) can state *which* ending a branch reached
5234 /// instead of merely that something ended. There is no separate `endings`
5235 /// section: the set of endings is exactly the set named here, the same
5236 /// rule flags follow.
5237 #[serde(default, skip_serializing_if = "Option::is_none")]
5238 ending: Option<EndingId>,
5239 },
5240 /// Gives the party an item (v0.3; party-wide since v0.6/spec-0018).
5241 GiveItem {
5242 /// Vanilla item id to give (validated against the registry).
5243 item: String,
5244 /// How many to give.
5245 count: u32,
5246 /// Optional display name (DSL v0.4), matching [`KitItem::name`].
5247 #[serde(default, skip_serializing_if = "Option::is_none")]
5248 name: Option<String>,
5249 /// Who receives it (DSL v0.6, spec-0018). Absent = [`Carrier::All`] — every
5250 /// party member. `one` hands a single copy to the player whose action fired
5251 /// the effect; it is rejected in a scheduler-only bundle (`DW0371`), which
5252 /// has no acting player.
5253 #[serde(default, skip_serializing_if = "Option::is_none")]
5254 carrier: Option<Carrier>,
5255 /// Enchantments on the given stack (`{"minecraft:sharpness": 2}`) —
5256 /// the field a `loot` stack and an equipped piece carry, under the same
5257 /// checks (`DW0433`/`DW0434`) and written by the same rule
5258 /// ([`enchantment_component`]): on a `minecraft:enchanted_book` they are
5259 /// the book's stored enchantments, the ones an anvil applies.
5260 #[serde(default, skip_serializing_if = "BTreeMap::is_empty")]
5261 enchantments: BTreeMap<String, u32>,
5262 },
5263 /// Sets a campaign flag, enabling flag-gated objectives (v0.3).
5264 SetFlag {
5265 /// The flag to set.
5266 flag: FlagId,
5267 },
5268 /// Writes a declared datum to an absolute value (DSL v0.10, spec-0031).
5269 SetState {
5270 /// The datum to write (stage-5 `state` ref).
5271 state: StateId,
5272 /// The value to write.
5273 value: i32,
5274 },
5275 /// Moves a declared datum by a signed amount (DSL v0.10, spec-0031).
5276 ///
5277 /// **Signed on purpose.** A purse that a shop debits and a stake that a death
5278 /// forfeits are the same operation with the sign flipped; a separate
5279 /// `subtract-state` would be a second verb for one mechanism, and the first
5280 /// campaign to need "add a negative" would have to choose between them.
5281 AddState {
5282 /// The datum to move (stage-5 `state` ref).
5283 state: StateId,
5284 /// How far to move it. Negative counts down.
5285 amount: i32,
5286 },
5287 /// Leaves a declared [`Stake`] behind for the acting player (DSL v0.10,
5288 /// spec-0032): forfeit the declared share of its datum, and place a
5289 /// collectable marker at the compile-time anchor for where they are.
5290 ///
5291 /// **Nothing about this verb says "death".** It is written in `on_death`
5292 /// because that is where a souls-shaped delve wants it, but the mechanism is
5293 /// "leave a recoverable cache where the acting player stands", and the effect
5294 /// carries the ordinary gate so any root may run it. What *is* death-specific
5295 /// — that the corpse stands on the death position, so the placement lookup has
5296 /// a position to key on — is a property of the `on_death` root, not of this
5297 /// verb.
5298 DropStake {
5299 /// The stake (stage-5 `stakes` ref) to leave.
5300 stake: StakeId,
5301 },
5302 /// Returns a declared datum to its declared `initial` (DSL v0.10,
5303 /// spec-0031) — the verb `FlagId` has never had.
5304 ClearState {
5305 /// The datum to clear (stage-5 `state` ref).
5306 state: StateId,
5307 },
5308 /// Spawns a stage-5 wave's mobs at its anchor (v0.3).
5309 SpawnWave {
5310 /// The wave (stage-5 `waves` ref) to spawn.
5311 wave: WaveId,
5312 },
5313 /// Narrates a player-visible line (DSL v0.4, spec-0008 §3). `text` enters the
5314 /// l10n key inventory like any player-visible string.
5315 Narrate {
5316 /// The line shown to the player.
5317 text: String,
5318 /// Presentation channel (default `chat`).
5319 #[serde(default, skip_serializing_if = "Option::is_none")]
5320 style: Option<NarrateStyle>,
5321 /// Optional sound id played alongside the line.
5322 #[serde(default, skip_serializing_if = "Option::is_none")]
5323 sound: Option<String>,
5324 },
5325 /// Sets a block at an anchor (DSL v0.4, spec-0008 §2). General form of a prop
5326 /// placement. Block id validated against the pinned 1.21.11 block registry;
5327 /// a vanilla blockstate suffix (`minecraft:grindstone[face=floor]`) is
5328 /// accepted and passed through verbatim (DSL v0.6).
5329 SetBlock {
5330 /// The anchor to place the block at.
5331 anchor: AnchorId,
5332 /// Vanilla block id to place.
5333 block: String,
5334 },
5335 /// **Fill a declared region with a block** at runtime (DSL v0.10, spec-0031).
5336 ///
5337 /// The general spelling of the capability `open-gate` / `close-gate` carried
5338 /// privately: a region, filled or cleared, from a point in the quest DAG.
5339 /// `close-gate` is this verb with the region and the block read off a prefab
5340 /// gate anchor instead of authored; `set-block` is the one-cell case at a
5341 /// point anchor. All three lower through one emission
5342 /// (`emit::fill_region_command`) and are modelled by one completability rule
5343 /// (`plan::RegionEvent`), so a third consumer inherits the proof instead of
5344 /// re-deriving it.
5345 ///
5346 /// From the DAG point at which this fires, the completability model treats the
5347 /// filled cells as whatever the **block** makes them. A full-cube block leaves
5348 /// them **solid**, exactly as a `close-gate` seal is: a critical path that must
5349 /// cross the region afterwards fails `DW0311`. `minecraft:water` /
5350 /// `minecraft:lava` leave them **flooded** — impassable and never floor, because
5351 /// nothing stands on a fluid — and because a fill carries no `replace` filter it
5352 /// takes away whatever floor was in the box, so a forced leg that needed that
5353 /// footing fails `DW0544`.
5354 FillRegion {
5355 /// The volume to fill, as an anchor-centred box (`anchor ± extent`).
5356 ///
5357 /// Deliberately the existing [`StealthZone`] — the engine's one
5358 /// anchor-centred box object class, already shared by `damage-players`'s
5359 /// `in` filter, `collapse`'s `region_anchor`, a `volley` kill zone and a
5360 /// `lethal_volumes[]` region, and resolved through the single
5361 /// `Plan::zone_box`. A private twin with the same two fields would be
5362 /// `tools/ci/check-capability-ownership.py` check C by construction.
5363 ///
5364 /// An anchor-centred box rather than a prefab `region` anchor for the
5365 /// reason `collapse` states: the assembled model deletes every gate-region
5366 /// anchor's cells, so a slab declared that way would already be gone.
5367 region: StealthZone,
5368 /// The block the region is filled with (validated against the pinned
5369 /// 1.21.11 block registry, `DW0193`).
5370 block: String,
5371 },
5372 /// **Clear a declared region to air** at runtime (DSL v0.10, spec-0031) — the
5373 /// physical dual of [`Verb::FillRegion`], and the general spelling of
5374 /// what `open-gate` does to a gate anchor's region.
5375 ///
5376 /// The completability model treats the cleared cells as **passable** from the
5377 /// DAG point at which this fires, with one exception it states out loud: a
5378 /// cleared cell the model already floods stays impassable, because clearing a
5379 /// block does not remove water (`nav::World::with_cleared`).
5380 ClearRegion {
5381 /// The volume to clear, as an anchor-centred box (`anchor ± extent`) —
5382 /// the same object class [`Verb::FillRegion`] fills.
5383 region: StealthZone,
5384 },
5385 /// **Repaint a volume's sky** (spec-0080 §3.3): `/fillbiome` over the
5386 /// volume with the named atmosphere's biome, while the party stands in it.
5387 ///
5388 /// A runtime edit of the world keyed to a volume, so it is a verb of the
5389 /// physical-edit family [`Verb::FillRegion`] / [`Verb::ClearRegion`] form.
5390 /// Exactly one of `region` / `place` (`DW0929`): a volume inside a place is
5391 /// the creator's judgement, a whole place's bounds are a derivation the
5392 /// creator never types. Painting back is this verb naming the place's own
5393 /// atmosphere, or `atmosphere: null` for the horizon's biome.
5394 ///
5395 /// A hard cut: the client blends fog over its biome-blend radius and grass
5396 /// not at all, and biome cells are 4×4×4, so the painted volume is the
5397 /// enclosing 4-aligned box, up to three blocks past each face.
5398 SetAtmosphere {
5399 /// One of `world.atmospheres[]`, or `null` for the horizon's biome.
5400 #[serde(default)]
5401 atmosphere: Option<AtmosphereId>,
5402 /// The volume, as an anchor-centred box (`anchor ± extent`) — the same
5403 /// object class [`Verb::FillRegion`] fills, resolved through the same
5404 /// `Plan::zone_box`.
5405 #[serde(default, skip_serializing_if = "Option::is_none")]
5406 region: Option<StealthZone>,
5407 /// A whole place: an `area/…` id, or a site-plan box's `node/…`. Its
5408 /// volume is the cells the place's own `atmosphere` paints at setup:
5409 /// its bounds, grown as far as the client's biome blend reads.
5410 #[serde(default, skip_serializing_if = "Option::is_none")]
5411 place: Option<String>,
5412 },
5413 /// **Opens a placed piece's contingent way** (DSL v0.12, spec-0042 §2.4): the
5414 /// broken flight a beat repairs, the bridge a beat lowers, the rubble a beat
5415 /// clears.
5416 ///
5417 /// A piece's spatial contract may declare a traversal edge whose crossability
5418 /// depends on a named region — `laid` (empty as built, opening fills it) or
5419 /// `cleared` (built solid, opening voids it). The prefab checker proves the
5420 /// piece is severed as shipped and joined once that region is opened; this is
5421 /// the verb that opens it, and it is the only one, because a way is the object
5422 /// and opening it is the operation.
5423 ///
5424 /// **There is no region, no block and no sign on this effect, and that is the
5425 /// design rather than an omission.** All three are read from the piece's own
5426 /// exported metadata (`spatial_contract.edges[].way`), so the effect and the
5427 /// building cannot disagree about what a way is — two authorities plus an
5428 /// equality check is the defect this shape avoids, not a variant of the fix
5429 /// (spec-0042 AC8). What the campaign decides is *when*.
5430 ///
5431 /// Completability: the way is **shut until this fires**, and from the DAG
5432 /// point at which it fires the region is solid-and-footing (`laid`) or
5433 /// passable (`cleared`) — the same [`Verb::FillRegion`] /
5434 /// [`Verb::ClearRegion`] model, fed from metadata instead of from an
5435 /// authored box, so this verb inherits the forced-footing rule (`DW0546`)
5436 /// rather than restating it. Required content standing beyond a way that no
5437 /// forced opening precedes is `DW0548`, which names the way, the effect and
5438 /// the element.
5439 OpenWay {
5440 /// The placed piece whose way this opens (`prefab/<name>`).
5441 ///
5442 /// A piece, not an anchor: the way's cells are the contract's, not a gate
5443 /// anchor's, and a piece placed twice has two ways. The reference must
5444 /// name exactly one placement; naming none or several is `DW0547`.
5445 piece: PrefabId,
5446 /// The way's region name, as the piece's contract exports it
5447 /// (`spatial_contract.edges[].way.region`).
5448 way: String,
5449 },
5450 /// Despawns an NPC and its interaction hitbox (DSL v0.4, spec-0008 §5). The
5451 /// NPC leaves unseen: no death animation, red flash or death particles.
5452 DespawnNpc {
5453 /// The NPC (stage-2 ref) to remove.
5454 npc: NpcId,
5455 },
5456 /// Moves an NPC (and its interaction hitbox in lockstep) to an anchor (DSL
5457 /// v0.4, spec-0008 §5 + addendum). The compiler plans a **collision-safe walked
5458 /// path** by A* over the solved voxel grid and emits per-tick teleport
5459 /// waypoints along it, so the NPC never clips a wall and walks up to (not into)
5460 /// a solid affordance. An unroutable move is a compile error (`DW0307`).
5461 MoveNpc {
5462 /// The NPC (stage-2 ref) to move.
5463 npc: NpcId,
5464 /// The destination mark: an anchor and an optional offset (spec-0066).
5465 to: Mark,
5466 /// Optional travel speed in blocks/tick (defaults to ~0.15).
5467 #[serde(default, skip_serializing_if = "Option::is_none")]
5468 speed: Option<f64>,
5469 /// Effects fired once the NPC arrives at the destination cell — exact
5470 /// parity with [`Verb::MoveActor`]
5471 /// `on_arrive`: same arrival detection (the walk driver's final tick), same
5472 /// execution context, and every deep effect walker recurses into it via
5473 /// [`QuestEffect::nested_effect_lists`]. This is what lets content gate a
5474 /// beat on walk *completion* instead of fire-and-forgetting the walk (e.g.
5475 /// `on_arrive: [set-flag]` so a cutscene waits for the NPC to reach its
5476 /// mark).
5477 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5478 on_arrive: Vec<QuestEffect>,
5479 },
5480 /// Plays a scripted camera cutscene (DSL v0.4 addendum). Per player: save
5481 /// gamemode+position, spectator, then dolly two co-located cameras along a
5482 /// straight-line lerp between waypoints and alternate `spectate` between them
5483 /// each tick (the two-camera bounce; the same-entity re-`spectate` is a server
5484 /// no-op and is never emitted), and restore on completion. The compiler
5485 /// validates the dolly path passes only through non-solid blocks — cameras
5486 /// fly but must not clip a solid (`DW0308`).
5487 ///
5488 /// Camera **aim** (DSL v0.6): with `look_at`, every dolly camera is rotated at
5489 /// emission to face that world point from its own position, so the shot keeps
5490 /// its subject framed for the whole move; without it, the camera faces along
5491 /// the direction of travel (the segment it is currently traversing).
5492 ///
5493 /// **Shape** — a cutscene is a list of [`CameraShot`]s played back-to-back
5494 /// inside one save/restore bracket (hard cut between shots). Two accepted,
5495 /// mutually exclusive spellings, both normalized by
5496 /// [`QuestEffect::cutscene_shots`]:
5497 /// - multi-shot (DSL v0.6): `{"shots": [{path, seconds, look_at?}, …]}`;
5498 /// - single-shot (DSL v0.4): `{"path": […], "seconds": n, "look_at"?: …}` —
5499 /// exactly equivalent to a one-entry `shots` list.
5500 ///
5501 /// Mixing or omitting both is `DW0199`.
5502 Cutscene {
5503 /// Multi-shot form (DSL v0.6): the ordered shot list. Mutually exclusive
5504 /// with the single-shot `path`/`seconds` fields (`DW0199`).
5505 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5506 shots: Vec<CameraShot>,
5507 /// Single-shot form (DSL v0.4): ordered camera waypoints (straight-line
5508 /// lerp between them).
5509 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5510 path: Vec<Mark>,
5511 /// Single-shot form (DSL v0.4): shot duration in seconds.
5512 #[serde(default, skip_serializing_if = "Option::is_none")]
5513 seconds: Option<u32>,
5514 /// Single-shot form (DSL v0.6): the subject the camera keeps framed.
5515 /// Absent = face along the direction of travel.
5516 #[serde(default, skip_serializing_if = "Option::is_none")]
5517 look_at: Option<Mark>,
5518 },
5519 /// Cuts the dimension-global world time to a new state (DSL v0.5, spec-0010).
5520 /// Instantaneous (vanilla has no gradual transition); the state persists
5521 /// because the daylight cycle is frozen by sealing.
5522 SetTime {
5523 /// The time state to cut to.
5524 time: WorldTime,
5525 },
5526 /// Cuts the dimension-global weather to a new state (DSL v0.5, spec-0010).
5527 /// Instantaneous; persists because the weather cycle is frozen by sealing.
5528 SetWeather {
5529 /// The weather state to cut to.
5530 weather: WorldWeather,
5531 },
5532 /// Plays a vanilla sound event, positionally or per-player (DSL v0.6,
5533 /// spec-0014). `sound` is validated against the vendored pinned-1.21.11
5534 /// sound-event registry (`DW0326` unknown). `at` selects where the sound
5535 /// originates (default: each player's own position); `volume`/`pitch` map to
5536 /// the `playsound` command's trailing args (pitch clamps to 0.0..=2.0 in
5537 /// vanilla).
5538 PlaySound {
5539 /// The vanilla sound-event id (`minecraft:` prefix optional).
5540 sound: String,
5541 /// Where the sound plays from (default: `players`).
5542 #[serde(default, skip_serializing_if = "Option::is_none")]
5543 at: Option<SoundAt>,
5544 /// Playback volume (vanilla default 1.0; > 1.0 only extends audible range).
5545 #[serde(default, skip_serializing_if = "Option::is_none")]
5546 volume: Option<f64>,
5547 /// Playback pitch (vanilla 0.0..=2.0; default 1.0).
5548 #[serde(default, skip_serializing_if = "Option::is_none")]
5549 pitch: Option<f64>,
5550 },
5551 /// Deals damage to the acting player(s) (DSL v0.6): the real consequence a
5552 /// stealth `on_caught` or a souls-style beat needs — vanilla's `/damage`
5553 /// primitive. Runs in the effect's `as @a` / `as @s` context, so `@s` is each
5554 /// acting player: at top level it damages every player once; inside a stealth
5555 /// `on_caught` it damages the caught player (the "caught → death → respawn at
5556 /// checkpoint" beat). `amount` is in **half-hearts** (1 HP each); an amount ≥ 40
5557 /// is lethal through golden apples / absorption. The envelope's `in`
5558 /// ([`QuestEffect::within`]) narrows to acting players standing inside an
5559 /// anchor-centred box, keeping the per-`@s` semantics. `damage_type` is the damage
5560 /// type — a curated set of vanilla types that all respect `keepInventory` and do
5561 /// **not** bypass totems (no `out_of_world`/`generic_kill`); default `generic`.
5562 /// (The field is `damage_type`, not `type`, because the effect enum is
5563 /// internally tagged on `type`.)
5564 DamagePlayers {
5565 /// Damage dealt, in half-hearts (1 = 1 HP; ≥ 40 is effectively lethal).
5566 amount: u32,
5567 /// The damage type (default [`DamageKind::Generic`]).
5568 #[serde(default, skip_serializing_if = "Option::is_none")]
5569 damage_type: Option<DamageKind>,
5570 },
5571 /// Sets the party-wide respawn checkpoint (DSL v0.6, spec-0012). Emits
5572 /// `spawnpoint @a` at the anchor cell and mirrors the coords into
5573 /// `storage dw:cp pos`. Party-wide and monotonic by quest order (a later
5574 /// `set-checkpoint` always replaces an earlier one). The compiler proves the
5575 /// cell is standable (`DW0316`) and that the remaining critical path stays
5576 /// reachable from it (`DW0315`).
5577 SetCheckpoint {
5578 /// The prefab checkpoint anchor the party respawns at.
5579 anchor: AnchorId,
5580 /// Per-player effects re-run each time a player respawns while this
5581 /// checkpoint is the active one — scene reset (e.g. re-caging an
5582 /// unleashed actor). Emitted idempotently in declared order; empty = no
5583 /// hook. Respawn is detected via the vanilla `deathCount` criterion.
5584 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5585 on_respawn: Vec<QuestEffect>,
5586 },
5587 /// Places a **bonfire** rest point (DSL v0.6, spec-0016 §1) — the sibling of
5588 /// [`Verb::SetCheckpoint`] for souls-mode pacing. The effect *arms*
5589 /// the rest affordance (a `minecraft:interaction` the player right-clicks at
5590 /// the anchor, the campfire prop being prefab dressing); the checkpoint moves
5591 /// only **when the party actually rests**. Resting fires `on_rest` — the
5592 /// scene reset that makes retry cheap: re-arming traps, re-seating waves
5593 /// declared `respawns_on_rest`, restoring actor postures. Death respawns the
5594 /// party at the last-rested bonfire and runs the **same** `on_rest` bundle,
5595 /// so the world's answer to a death and to a rest is identical (spec-0016:
5596 /// death is an investment, never a tax).
5597 ///
5598 /// Proofs are inherited from the checkpoint machinery: the anchor must be
5599 /// standable (`DW0316`) and must not strand the party (`DW0315`), rooted at
5600 /// the beat that arms the bonfire (the earliest moment a rest can happen).
5601 Bonfire {
5602 /// The prefab anchor the rest affordance stands at, and the cell the
5603 /// party respawns at once rested.
5604 anchor: AnchorId,
5605 /// Effects re-run on every rest **and** on every respawn at this bonfire
5606 /// — the scene reset. Emitted in declared order and expected to be
5607 /// idempotent (the same contract as `set-checkpoint`'s `on_respawn`).
5608 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5609 on_rest: Vec<QuestEffect>,
5610 /// Title of the two-option rest dialog (DSL v0.8).
5611 /// Absent = the compiler's canonical English `Bonfire`,
5612 /// baked at emit time (the `world.boundary.message` precedent): an
5613 /// authored line is inventoried and translates like every other
5614 /// player-visible string.
5615 #[serde(default, skip_serializing_if = "Option::is_none")]
5616 prompt: Option<String>,
5617 /// Label of the **rest and save** button. Absent = `Rest and save`.
5618 /// A dialog button is a fixed-width caption, so keep it to ~20 Latin /
5619 /// ~12 Han characters (skill *Writing craft* §C) — a wider label scrolls.
5620 #[serde(default, skip_serializing_if = "Option::is_none")]
5621 rest_label: Option<String>,
5622 /// Label of the **save only** button. Absent = `Save only`.
5623 #[serde(default, skip_serializing_if = "Option::is_none")]
5624 save_label: Option<String>,
5625 /// Hover tooltip of the **rest and save** button (spec-0078) — the same
5626 /// optional `tooltip` every dialog button carries, beside the label it
5627 /// explains. Absent = no tooltip. Not subject to `DW0331`: a tooltip
5628 /// wraps in its own hover box. Inventoried as `fx.….rest_tooltip`.
5629 #[serde(default, skip_serializing_if = "Option::is_none")]
5630 rest_tooltip: Option<String>,
5631 /// Hover tooltip of the **save only** button (spec-0078). Absent = no
5632 /// tooltip. Inventoried as `fx.….save_tooltip`.
5633 #[serde(default, skip_serializing_if = "Option::is_none")]
5634 save_tooltip: Option<String>,
5635 },
5636 /// Begins a stealth beat (DSL v0.6, spec-0014):
5637 /// zone presence alone = hidden — no sneak requirement, which collides with
5638 /// the spectator cutscene camera. While active, every player must be
5639 /// inside some `zone` each tick; a player outside every zone for
5640 /// `grace_ticks` fires `on_caught` (typically a kill → checkpoint respawn).
5641 /// Zone membership is read from the player's position. The compiler proves
5642 /// each zone is standable and reachable from the activating beat (`DW0327`).
5643 BeginStealth {
5644 /// The "shadow" regions, each an anchor-centred box (see [`StealthZone`]).
5645 zones: Vec<StealthZone>,
5646 /// Per-player effects fired when a player is caught (out of every zone
5647 /// for `grace_ticks`). Empty = no consequence.
5648 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5649 on_caught: Vec<QuestEffect>,
5650 /// Ticks a player may be exposed before `on_caught` fires (default 20).
5651 #[serde(default = "default_grace_ticks")]
5652 grace_ticks: u32,
5653 },
5654 /// Ends the active stealth beat (DSL v0.6, spec-0014). No-op if none active.
5655 EndStealth,
5656 /// Summons a `deferred` stage-2 NPC (body + interaction hitbox + name display)
5657 /// at its declared anchor (DSL v0.6) — the dual of `despawn-npc`, and the
5658 /// scripted entrance a staged character needs. Idempotent: spawning an NPC
5659 /// already in the world is a no-op. Only meaningful for an NPC declared
5660 /// `deferred: true`; a non-deferred NPC is already in the world from init.
5661 SpawnNpc {
5662 /// The NPC (stage-2 ref) to summon.
5663 npc: NpcId,
5664 },
5665 // --- DSL v0.6 actor staging effects (spec-0014) ---
5666 /// Summons a stage-5 actor's puppet at its anchor (DSL v0.6). Idempotent: a
5667 /// spawn of an already-present actor is a no-op (re-caging after `unleash`).
5668 SpawnActor {
5669 /// The actor (stage-5 `actors` ref) to summon.
5670 actor: ActorId,
5671 },
5672 /// Removes an actor's puppet (DSL v0.6). `kill` plays the vanilla death
5673 /// animation (cutscene deaths); `vanish` is silent removal.
5674 DespawnActor {
5675 /// The actor (stage-5 `actors` ref) to remove.
5676 actor: ActorId,
5677 /// How the puppet is removed.
5678 style: DespawnStyle,
5679 },
5680 /// Walks an actor's puppet to an anchor by A*-planned per-tick teleport over
5681 /// the assembled model, using the actor's hitbox footprint, yawed along the
5682 /// path tangent (DSL v0.6). Concurrent movers are allowed (a herded
5683 /// flock is N synchronized `move-actor`s). Unroutable → `DW0325`. `on_arrive`
5684 /// effects fire once the puppet reaches the destination cell.
5685 MoveActor {
5686 /// The actor (stage-5 `actors` ref) to move.
5687 actor: ActorId,
5688 /// The destination mark: an anchor and an optional offset (spec-0066).
5689 to: Mark,
5690 /// Optional travel speed in blocks/tick (defaults to ~0.15).
5691 #[serde(default, skip_serializing_if = "Option::is_none")]
5692 speed: Option<f64>,
5693 /// Effects fired once the puppet arrives at the destination cell.
5694 #[serde(default, skip_serializing_if = "Vec::is_empty")]
5695 on_arrive: Vec<QuestEffect>,
5696 },
5697 /// Replaces an actor's puppet with a real-AI twin of the same type / position /
5698 /// name / attributes / tag (DSL v0.6) — the "attack the idle giant → real
5699 /// fight" beat. Re-caging is `despawn-actor` + `spawn-actor` (idempotent), not a
5700 /// special verb.
5701 UnleashActor {
5702 /// The actor (stage-5 `actors` ref) to unleash.
5703 actor: ActorId,
5704 },
5705 // --- spec-0082 assembly verbs ---
5706 /// Summons an assembly (spec-0082): its root, one display per rig part
5707 /// riding the root, and its hitbox when declared, at its mark, playing its
5708 /// `initial` clip. Idempotent: a spawn of a present assembly is a no-op.
5709 SpawnAssembly {
5710 /// The assembly (stage-5 `assemblies` ref) to summon.
5711 assembly: AssemblyId,
5712 },
5713 /// Removes an assembly's root, parts and hitbox (spec-0082). They leave
5714 /// unseen: a display entity has no death, so there is no `style`.
5715 DespawnAssembly {
5716 /// The assembly (stage-5 `assemblies` ref) to remove.
5717 assembly: AssemblyId,
5718 },
5719 /// Switches the clip an assembly plays (spec-0082); its first frame is
5720 /// applied on the next tick. While a strike step is in flight the switch
5721 /// waits for the step to end, so a story beat never cuts a strike at the
5722 /// frame before it lands.
5723 PlayClip {
5724 /// The assembly (stage-5 `assemblies` ref).
5725 assembly: AssemblyId,
5726 /// A clip the assembly's rig declares.
5727 clip: String,
5728 },
5729 /// A deterministic timeline (DSL v0.6): one schedule chain firing effect groups
5730 /// at exact tick offsets. Effects are any in the stage-5 set except a nested
5731 /// `sequence` (rejected with `DW0329`).
5732 Sequence {
5733 /// Timeline steps; each fires its `effects` at `at_ticks` from the start.
5734 steps: Vec<SequenceStep>,
5735 },
5736 /// **Saturating projectile volley** (DSL v0.6, spec-0022): command-summoned
5737 /// projectiles with real velocity vectors, fired from a gallery slot into a
5738 /// declared kill zone.
5739 ///
5740 /// The contract is **saturation, not sniping**.
5741 /// Every salvo puts one projectile on the trajectory to **every standable
5742 /// cell of `kill_zone`**, plus one aimed at the triggering player's
5743 /// fire-time position (which punishes standing still). A player therefore
5744 /// cannot dodge a volley by strafing — escaping means *leaving the zone*, a
5745 /// decision rather than a lucky step. Coverage is proven at compile time:
5746 /// `from_anchor` must have clear line of fire to every standable kill-zone
5747 /// cell (`DW0442`), so "the gallery slot can actually hit a player anywhere
5748 /// on the stairs" is a build-time fact, not a hope.
5749 ///
5750 /// Projectiles are summoned `NoGravity` so the flown path is exactly the
5751 /// straight segment the coverage proof checks — proof and runtime share one
5752 /// geometry. Drag scales speed but not direction, so the line is preserved.
5753 Volley {
5754 /// Projectile entity id (default `minecraft:arrow`; validated against
5755 /// the pinned 1.21.11 registry, `DW0441`).
5756 #[serde(default, skip_serializing_if = "Option::is_none")]
5757 projectile: Option<String>,
5758 /// The gallery slot the volley is fired FROM — a point anchor. Its cell
5759 /// must be clear (a projectile spawned inside a wall never leaves it).
5760 from_anchor: AnchorId,
5761 /// The zone the volley must blanket, as an anchor-centred box
5762 /// (`anchor ± extent`) — the same shape `damage-players`'s `in` and
5763 /// `begin-stealth`'s `zones` use. Every standable cell in it receives
5764 /// fire each salvo.
5765 ///
5766 /// Deliberately NOT a bare prefab `region` anchor: the assembled model
5767 /// clears every gate-region anchor's cells unconditionally, so
5768 /// describing a zone that way would delete the geometry it names.
5769 kill_zone: StealthZone,
5770 /// How many rounds the pattern repeats (default 3, `DW0443` bounds it).
5771 #[serde(default, skip_serializing_if = "Option::is_none")]
5772 salvos: Option<u32>,
5773 /// Ticks between salvos (default 10, `DW0443` bounds it).
5774 #[serde(default, skip_serializing_if = "Option::is_none")]
5775 interval: Option<u32>,
5776 },
5777 /// **Ceiling collapse** (DSL v0.6, spec-0022): delete a region's blocks and
5778 /// drop them as `falling_block` entities — the buried-alive trap redstone
5779 /// cannot express at all.
5780 ///
5781 /// The post-collapse world is **modeled, not guessed**: the compiler clears
5782 /// the region, settles every dropped column through the existing gravity
5783 /// model (spec-0010), optionally paves the landing surface with
5784 /// `then_floor`, and re-runs the critical-path completability proof against
5785 /// that mutated world (`DW0445`). A collapse that buries the only route is a
5786 /// build error, exactly as a `shortcut` seal that strands the party is.
5787 Collapse {
5788 /// The volume whose blocks fall, as an anchor-centred box
5789 /// (`anchor ± extent`). Must hold blocks and sit above standable footing
5790 /// (`DW0444`) — a collapse over nothing is scenery, not a trap.
5791 ///
5792 /// An anchor-centred box rather than a prefab `region` anchor for a
5793 /// load-bearing reason: the assembled model deletes every gate-region
5794 /// anchor's cells, so a ceiling slab declared that way would already be
5795 /// gone before the trap ever fired.
5796 region_anchor: StealthZone,
5797 /// The block the falling entities are made of (default
5798 /// `minecraft:gravel`; validated against the pinned registry, `DW0441`).
5799 #[serde(default, skip_serializing_if = "Option::is_none")]
5800 falling_block: Option<String>,
5801 /// Optional block the landing surface is paved with once the debris
5802 /// settles — the authored post-collapse floor the completability proof
5803 /// reasons over.
5804 #[serde(default, skip_serializing_if = "Option::is_none")]
5805 then_floor: Option<String>,
5806 },
5807 /// Grants a vanilla **status effect** for a stated duration (DSL v0.10,
5808 /// spec-0031). The engine has emitted status effects since v0.6 — the
5809 /// night-vision area mitigation is a self-rescheduling, region-scoped
5810 /// `effect give` — and exposed none, so an author who wanted blindness for a
5811 /// lift ride, slowness in deep water or regeneration at a shrine had no
5812 /// surface at all. This is that surface, over the whole pinned 1.21.11
5813 /// `mob_effect` registry (`DW0192` rejects an id outside it).
5814 ///
5815 /// **A grant carries a duration, and there is no way to spell one that does
5816 /// not.** Vanilla's `infinite` keyword is deliberately absent from this
5817 /// surface: an effect whose only removal is a later command is an effect the
5818 /// player keeps forever whenever that command does not run — a logout, a
5819 /// crash, a chain interrupted by a death. A duration expires on its own, with
5820 /// no cooperation from anything. `seconds` is therefore required and bounded
5821 /// (1..=[`MAX_EFFECT_SECONDS`], `DW0541`), and the *pattern* that reintroduces
5822 /// the same hazard — pairing a grant with a `clear-effect` that removes it
5823 /// while it is still live — is `DW0540`.
5824 ///
5825 /// The envelope's `in` ([`QuestEffect::within`]) narrows to players inside an
5826 /// anchor-centred box. It is what makes "blind whoever is riding the car"
5827 /// expressible without blinding the whole party. A blinding grant owes the
5828 /// blind-reach proof wherever it is written (`DW0943`, spec-0085 §6).
5829 GiveEffect {
5830 /// Vanilla status-effect id (e.g. `minecraft:blindness`), validated
5831 /// against the pinned 1.21.11 registry (`DW0192`).
5832 effect: String,
5833 /// Duration in seconds. Required, `1..=`[`MAX_EFFECT_SECONDS`]
5834 /// (`DW0541`) — see the variant docs for why there is no infinite form.
5835 seconds: u32,
5836 /// Amplifier (0 = level I), `0..=`[`MAX_POTION_AMPLIFIER`] (`DW0541`).
5837 /// Absent = 0.
5838 #[serde(default, skip_serializing_if = "Option::is_none")]
5839 amplifier: Option<u32>,
5840 /// Suppress the swirling particles (vanilla's `hideParticles`). Absent =
5841 /// `false`, vanilla's own default.
5842 #[serde(default, skip_serializing_if = "Option::is_none")]
5843 hide_particles: Option<bool>,
5844 },
5845 /// Removes a status effect (DSL v0.10, spec-0031) — vanilla's `effect clear`.
5846 ///
5847 /// This is **not** how a `give-effect` is supposed to end: a duration is. It
5848 /// exists for the effects the engine did not grant — a potion the player
5849 /// drank, a `wither` a mob applied, the whole set at a bonfire — which is why
5850 /// `effect` is optional (absent = clear everything, exactly as vanilla's
5851 /// `effect clear <targets>` does). Pairing it with a live grant of the same
5852 /// effect in the same bundle is `DW0540`.
5853 ClearEffect {
5854 /// The status-effect id to remove (`DW0192`). **Absent clears every
5855 /// effect**, matching `effect clear <targets>` with no id.
5856 #[serde(default, skip_serializing_if = "Option::is_none")]
5857 effect: Option<String>,
5858 },
5859 /// Teleports **everything inside a declared volume** to an anchor (DSL v0.10,
5860 /// spec-0031).
5861 ///
5862 /// **The selector is a region, never a block.** "Whoever is standing on this
5863 /// block" has three different answers for a player half a foot over the edge,
5864 /// a player mid-jump and a player sneaking on the lip; a volume has one, and
5865 /// it is the same one every tick. `from` is the anchor-centred
5866 /// [`StealthZone`] box the rest of the engine already uses.
5867 ///
5868 /// **The selection is total over bodies.** Emission is a single `tp
5869 /// @e[<box>,tag=!dw_fixture] <cell>` with no `type=`, no `limit=` and no
5870 /// `sort=` — every body in the volume moves, and
5871 /// `crates/delvec/tests/v10_teleport.rs` asserts that from the emitted
5872 /// selector rather than from anyone's memory. A machinery-**type** exemption
5873 /// of the kind a `lethal_volumes[]` entry must carry was considered and
5874 /// **rejected**: an NPC is a body plus a co-located `minecraft:interaction`
5875 /// hitbox, so exempting `minecraft:interaction` — as the lethal volume does —
5876 /// would teleport the speaker and leave its dialogue box behind. Everyone on
5877 /// the car travels, players and entities
5878 /// alike; totality over bodies is how that is true.
5879 ///
5880 /// The one narrowing is a **class the engine's own furniture declares about
5881 /// itself**: `dw_fixture` means *my position IS engine state*. A bonfire's
5882 /// hitbox, a shortcut lever and a recovery stake's marker are places, not
5883 /// passengers, and carrying one does not move a thing — it rewrites a fact
5884 /// (for a stake, the ledger holds the marker's coordinates, and the next tick
5885 /// retires a marker nobody has a wager at). Places whose cell is known at
5886 /// compile time are refused outright instead, because the author can move
5887 /// them (`DW0542`); places the runtime puts down are excluded by the selector,
5888 /// because nobody can (`DW0545`). Nothing an author writes carries either tag,
5889 /// and no campaign JSON can turn either off.
5890 ///
5891 /// **A teleport is not a rescue.** Accumulated fall distance carries across
5892 /// one unchanged and is charged in full at the destination — measured Δ
5893 /// exactly `0.0000` in 46/46 trials on the pinned 1.21.11, including
5894 /// teleports 143 and 157 blocks straight *up*, with landing damage
5895 /// `floor(fall_distance) − 3` (`docs/notes/death-and-teleport-spike.md` §3).
5896 /// A platform that arrives under a falling player past ~20 blocks of fall is
5897 /// the surface they die on. The compiler does not try to reset the counter:
5898 /// what *does* reset it was explicitly not measured, and inventing a
5899 /// mechanism from recall is the folklore this project forbids.
5900 Teleport {
5901 /// The volume whose contents are moved, as an anchor-centred box
5902 /// (`anchor ± extent`) — the same shape a `begin-stealth` zone, a
5903 /// `damage-players` `in` filter and a `lethal_volumes[]` region take.
5904 ///
5905 /// Deliberately NOT a bare prefab `region` anchor, for the reason
5906 /// [`Verb::Collapse`] records: the assembled model clears every
5907 /// gate-region anchor's cells, so a volume described that way would
5908 /// delete the geometry it names.
5909 from: StealthZone,
5910 /// The destination mark (spec-0066). Resolved to a literal cell at build
5911 /// time, so the emitted `tp` carries absolute coordinates and no runtime
5912 /// search.
5913 to: Mark,
5914 },
5915 /// Fires a **firework rocket** from a mark (DSL v0.29, spec-0068).
5916 ///
5917 /// One effect at a point, the member of the same class as [`Verb::PlaySound`]
5918 /// — a one-shot thing that happens where the campaign says, beside the sound
5919 /// that goes with it. A display of many rockets is a [`Verb::Sequence`] of
5920 /// these, not a verb with timing of its own.
5921 ///
5922 /// # The burst height is a stated number, not a roll
5923 ///
5924 /// The emitter writes the entity's `LifeTime`
5925 /// ([`crate::firework::lifetime_ticks`]) rather than leaving it to the game,
5926 /// which randomises it at launch: two runs of one datapack would otherwise
5927 /// burst at two heights and nothing could be proven about where the burst is.
5928 /// Fixed at the floor of the game's range, the burst stands
5929 /// [`crate::firework::burst_height`] blocks over the mark.
5930 ///
5931 /// # A burst hurts, so the compiler asks where it is
5932 ///
5933 /// A build refuses a rocket whose column to that height is roofed, and one
5934 /// whose burst lies within [`crate::firework::BLAST_RADIUS`] blocks of a
5935 /// place the campaign posts a body (`DW0899`). Players are **not** posted:
5936 /// a player standing level with a burst takes up to
5937 /// [`crate::firework::worst_damage_hp`] HP, under a full body's twenty, and
5938 /// that is a hazard a player can see coming.
5939 Firework {
5940 /// The mark the rocket is launched from — the cell's centre, at the
5941 /// mark's own plane.
5942 at: Mark,
5943 /// Flight duration, 1–3 (the three the game crafts). Absent =
5944 /// [`crate::firework::MIN_FLIGHT`].
5945 #[serde(default, skip_serializing_if = "Option::is_none")]
5946 #[schemars(range(min = 1, max = 3))]
5947 flight: Option<u8>,
5948 /// One to seven bursts, in the order the component carries them.
5949 #[schemars(length(min = 1, max = 7))]
5950 explosions: Vec<FireworkExplosion>,
5951 },
5952 /// Spawns **particles** (spec-0085 §4.3) — the next one-shot point effect
5953 /// after [`Verb::Firework`], at a mark or at each addressed player.
5954 ///
5955 /// `particle` is a vanilla particle type id validated against the pinned
5956 /// registry `crates/dsl/data/particles-1.21.11.json`; an unknown id, or one
5957 /// whose type **takes options** (`dust`, `block`, `item`, …), is `DW0941`.
5958 ///
5959 /// Emitted as one vanilla `particle` command, always in **`force`** mode,
5960 /// whose viewers are the effect's audience: a particle a creator writes is
5961 /// meant to be seen, and `force` is the mode the game sends 512 blocks out
5962 /// and draws even at the client's Minimal particle setting. A
5963 /// `minecraft:elder_guardian` at `players` is the full-screen face.
5964 Particle {
5965 /// The particle type id (`minecraft:` prefix optional).
5966 particle: String,
5967 /// Where the particles spawn: a [`Mark`], or `players` — at each
5968 /// addressed player's own position.
5969 at: ParticleAt,
5970 /// How many (vanilla `<count>`, default 1). Zero is vanilla's spelling of
5971 /// a different thing — one particle with a velocity — and is refused.
5972 #[serde(default, skip_serializing_if = "Option::is_none")]
5973 #[schemars(range(min = 1))]
5974 count: Option<u32>,
5975 /// Standard deviations `[x, y, z]` of the spawn spread, in blocks
5976 /// (vanilla `<delta>`, default `[0, 0, 0]`).
5977 #[serde(default, skip_serializing_if = "Option::is_none")]
5978 spread: Option<[f64; 3]>,
5979 /// Vanilla `<speed>` (default 0).
5980 #[serde(default, skip_serializing_if = "Option::is_none")]
5981 speed: Option<f64>,
5982 },
5983}
5984
5985/// Where a [`Verb::Particle`] spawns (spec-0085 §4.3): a mark, or the literal
5986/// `players`.
5987#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
5988#[serde(untagged)]
5989pub enum ParticleAt {
5990 /// `"players"` — at each addressed player's own position.
5991 Players(PlayersKeyword),
5992 /// A mark — the cell's centre at the mark's plane.
5993 Mark(Mark),
5994}
5995
5996/// The literal `players`, the one keyword [`ParticleAt`] admits.
5997#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
5998#[serde(rename_all = "kebab-case")]
5999pub enum PlayersKeyword {
6000 /// At each addressed player.
6001 Players,
6002}
6003
6004/// Default `grace_ticks` for [`Verb::BeginStealth`] (spec-0014).
6005fn default_grace_ticks() -> u32 {
6006 20
6007}
6008
6009/// Default projectile for [`Verb::Volley`] (spec-0022).
6010pub const DEFAULT_VOLLEY_PROJECTILE: &str = "minecraft:arrow";
6011/// Default salvo count for [`Verb::Volley`] (spec-0022).
6012pub const DEFAULT_VOLLEY_SALVOS: u32 = 3;
6013/// Default ticks between salvos for [`Verb::Volley`] (spec-0022).
6014pub const DEFAULT_VOLLEY_INTERVAL: u32 = 10;
6015/// Largest admissible `salvos` — beyond this a volley is an entity-count
6016/// hazard rather than a trap (`DW0443`).
6017pub const MAX_VOLLEY_SALVOS: u32 = 16;
6018/// Largest admissible `interval` in ticks (`DW0443`): 10 seconds. A volley
6019/// slower than this is no longer one event the player reads as a trap.
6020pub const MAX_VOLLEY_INTERVAL: u32 = 200;
6021/// Default falling block for [`Verb::Collapse`] (spec-0022).
6022pub const DEFAULT_COLLAPSE_FALLING_BLOCK: &str = "minecraft:gravel";
6023
6024/// A stealth "shadow" region (DSL v0.6, spec-0014): an axis-aligned box centred
6025/// on `anchor`, extending `extent` blocks along each axis (so the box spans
6026/// `anchor ± extent`). Presented in-world via dark cells but judged purely by
6027/// region membership, so the check is deterministic and provable.
6028#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6029#[serde(deny_unknown_fields)]
6030pub struct StealthZone {
6031 /// The prefab anchor at the centre of the zone box.
6032 pub anchor: AnchorId,
6033 /// Half-extents `[x, y, z]` in blocks from the anchor (each component ≥ 0);
6034 /// the zone AABB is `[anchor - extent, anchor + extent]`.
6035 pub extent: [u32; 3],
6036}
6037
6038/// Where a [`Verb::PlaySound`] originates (DSL v0.6, spec-0014). A sound
6039/// plays at fixed coordinates or at each listener's own position; the compiler
6040/// resolves no position for a live actor, so the `actor` variant is accepted by
6041/// the schema and rejected with `DW0335`.
6042#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6043#[serde(tag = "at", rename_all = "kebab-case", deny_unknown_fields)]
6044pub enum SoundAt {
6045 /// Play the sound positioned at a resolved anchor, audible to all players.
6046 Anchor {
6047 /// The anchor the sound plays from.
6048 anchor: AnchorId,
6049 /// Integer `[x, y, z]` block offset from `anchor` (spec-0066, default
6050 /// `[0, 0, 0]`): the sound plays at the [`Mark`] the two fields spell.
6051 #[serde(default, skip_serializing_if = "is_zero3")]
6052 offset: [i32; 3],
6053 },
6054 /// Play the sound at each player's own position (the default), or at
6055 /// `offset` in **the listener's own frame** (spec-0085 §4.4): `+x` to the
6056 /// listener's left, `+y` up, `+z` the way the listener faces, with the pitch
6057 /// flattened so *behind* stays at ear height. `[0, 0, -3]` is three blocks
6058 /// behind. Integer blocks, as a [`Mark`]'s offset is.
6059 Players {
6060 /// Integer `[x, y, z]` offset in the listener's local frame (default
6061 /// `[0, 0, 0]`).
6062 #[serde(default, skip_serializing_if = "is_zero3")]
6063 offset: [i32; 3],
6064 },
6065 /// Play the sound at a scripted actor's position (rejected — `DW0335`; no
6066 /// actor position resolves at emission).
6067 Actor {
6068 /// The actor id (stage-5 `actors[]`).
6069 actor: String,
6070 },
6071}
6072
6073/// The damage type of a [`Verb::DamagePlayers`] effect (DSL v0.6). A
6074/// **curated** subset of the vanilla 1.21.11 damage-type registry: every variant
6075/// respects the `keepInventory` death flow (a gamerule, so all deaths do) and does
6076/// **not** bypass a totem of undying — the totem-bypassing `out_of_world` /
6077/// `generic_kill` types are deliberately excluded, so a scripted consequence can
6078/// never silently void a player's held totem. Modelled as an enum (not a free
6079/// string) so an unknown type is a schema rejection (`DW0100`) and needs no separate
6080/// registry / diagnostic. `generic` is the default: command damage that respects
6081/// totems + absorption but ignores armor, so a scripted hit lands regardless of gear.
6082#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6083#[serde(rename_all = "kebab-case")]
6084pub enum DamageKind {
6085 /// `minecraft:generic` — armor-ignoring command damage (default).
6086 Generic,
6087 /// `minecraft:magic` — magical damage.
6088 Magic,
6089 /// `minecraft:wither` — the wither/withering effect's damage type.
6090 Wither,
6091 /// `minecraft:on_fire` — burning damage.
6092 Fire,
6093 /// `minecraft:drown` — drowning damage.
6094 Drown,
6095 /// `minecraft:freeze` — powder-snow freezing damage.
6096 Freeze,
6097 /// `minecraft:fall` — fall damage.
6098 Fall,
6099 /// `minecraft:lightning_bolt` — a lightning strike's damage type.
6100 LightningBolt,
6101 /// `minecraft:explosion` — a (non-player) explosion's damage type.
6102 Explosion,
6103}
6104
6105impl DamageKind {
6106 /// The vanilla `minecraft:` damage-type id emitted to `/damage`.
6107 pub fn id(self) -> &'static str {
6108 match self {
6109 DamageKind::Generic => "minecraft:generic",
6110 DamageKind::Magic => "minecraft:magic",
6111 DamageKind::Wither => "minecraft:wither",
6112 DamageKind::Fire => "minecraft:on_fire",
6113 DamageKind::Drown => "minecraft:drown",
6114 DamageKind::Freeze => "minecraft:freeze",
6115 DamageKind::Fall => "minecraft:fall",
6116 DamageKind::LightningBolt => "minecraft:lightning_bolt",
6117 DamageKind::Explosion => "minecraft:explosion",
6118 }
6119 }
6120}
6121
6122/// A stage-5 **lethal volume** (DSL v0.10, spec-0031): a declared box that kills
6123/// whatever enters it, and states — in the campaign's own words — what killed it.
6124///
6125/// # A mechanism, not a fiction
6126///
6127/// The commissioning case was a cliff whose fall must be fatal, but nothing here
6128/// knows what a cliff is: a lava pit, an acid pool, an out-of-bounds plane and the
6129/// bottom of a lift shaft are the same declaration, differently dressed and
6130/// differently worded. The alternative considered and **rejected** for the cliff
6131/// was making the world's horizon void so the fall kills anyway — that changes
6132/// approved art to obtain a behaviour, and it serves exactly one fiction.
6133///
6134/// # It is geometry, so the completability proof owns it
6135///
6136/// A volume that kills is, for a route, a volume that cannot be crossed. The
6137/// compiler models its cells as impassable in the same navigation world every
6138/// other reachability proof runs on, exactly as a `close-gate`'s sealed region is
6139/// modelled solid — so a forced path that has no way to an objective except
6140/// through a lethal volume is a build failure (`DW0510`) naming the volume, never
6141/// a shipped delve that kills the player on the critical path. A respawn seat
6142/// inside one is the death loop that failure mode ends in, and is its own
6143/// error (`DW0511`).
6144///
6145/// # It rides the death edge that already exists
6146///
6147/// The kill is a `/damage`, exactly like `damage-players`, a trap payload or a
6148/// timed gate's crush. Everything downstream — the vanilla `deathCount` edge
6149/// (`dw.deaths` / `dw.death_ack`), the checkpoint re-seat (`cp_respawn_check`),
6150/// `keep_inventory` — sees an ordinary death and needs no second detector.
6151#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6152#[serde(deny_unknown_fields)]
6153pub struct LethalVolume {
6154 /// Unique lethal-volume id (`lethal/<kebab>`).
6155 pub id: LethalVolumeId,
6156 /// The volume: an anchor-centred box (`anchor ± extent`).
6157 ///
6158 /// **Deliberately the existing zone type**, not a second struct with the same
6159 /// two fields. `StealthZone` is already the engine's anchor-centred box object
6160 /// class — `damage-players`'s `in` filter reuses it, and the compiler resolves
6161 /// every one of them through the single `Plan::zone_box`. A private twin here
6162 /// would be `tools/ci/check-capability-ownership.py` check C by construction, and
6163 /// would fork the resolution the very next time a box grew a capability.
6164 pub region: StealthZone,
6165 /// What this volume says when it kills — a player-visible line, inventoried
6166 /// under `lethal.<id>.message` and translated like every other one.
6167 ///
6168 /// Required, and deliberately so: a volume with no words is a player who dies
6169 /// with no idea why, and there is no compiler-owned default that could be
6170 /// right for a cliff, a lava pit and an acid pool at once.
6171 pub message: String,
6172 /// The damage type the kill is dealt with (default [`DamageKind::Generic`]).
6173 ///
6174 /// This is what words vanilla's own broadcast — `fall` says the party member
6175 /// fell from a high place, `on_fire` that they burnt to a crisp — while
6176 /// [`Self::message`] says what the *place* was. The curated enum is shared
6177 /// with `damage-players`, so a lethal volume can no more void a held totem
6178 /// than a scripted hit can.
6179 #[serde(default, skip_serializing_if = "Option::is_none")]
6180 pub damage_type: Option<DamageKind>,
6181 /// **The blocks that show a player this floor kills** (spec-0062 §3).
6182 ///
6183 /// A lava surface, a magma floor, a bed of spikes, a burning strip: the
6184 /// danger is level with the footing because the block *is* the signal. This
6185 /// is where a volume says so, and it is a claim about the assembled bytes
6186 /// rather than a word that switches a rule off — `DW0891` checks it per
6187 /// caught cell against the block under or in that cell, refuses a listed
6188 /// block no caught cell bears out, and refuses at validation any id vanilla
6189 /// does not hurt a body with.
6190 ///
6191 /// Empty is the ordinary case and means the ordinary thing: this volume
6192 /// catches no floor the party walks, because it sits at the bottom of a pit
6193 /// or a course under a lake's surface. It does **not** exempt a cell from
6194 /// the walk graph — a visible hazard is still a hazard, and the router
6195 /// refuses every cell of the keep-out either way.
6196 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6197 pub shown_by: Vec<String>,
6198 /// **When this volume kills** (spec-0088): the one [`Guard`] every other
6199 /// gated object carries, verbatim. Absent, the volume is live from
6200 /// world-load to the end. Present, it is live while its gate holds —
6201 /// `requires_flags` is a pit that kills from a beat on, `forbids_flags` a
6202 /// shaft that kills until one, `requires_state` a chamber that kills while
6203 /// a party datum stands in range.
6204 ///
6205 /// A volume's liveness is a fact about the place, so the gate is a fact
6206 /// about the party: `when: {}` (a stage with no term) and a term on a
6207 /// `player`-scoped datum are refused at the document (`DW0953`). The
6208 /// navigation world holds the volume per quest configuration, and `DW0891`
6209 /// judges what shows it in every configuration a body can meet it in,
6210 /// including the last one before it goes live.
6211 #[serde(default, skip_serializing_if = "Option::is_none")]
6212 pub when: Option<Guard>,
6213}
6214
6215/// A stage-5 **loop** (spec-0086): a slab a body crosses and is returned from,
6216/// by a whole-block offset, to an earlier section that looks exactly the same —
6217/// its position inside the cell, its facing and its velocity all kept.
6218///
6219/// # It is a region with a standing property
6220///
6221/// A loop acts on whatever body enters a volume, every tick, the way a
6222/// [`LethalVolume`] does; nothing completes and nobody is addressed. So it is
6223/// declared beside the lethal volume, with the same region type
6224/// ([`StealthZone`], resolved through the one `Plan::zone_box`), and not as a
6225/// trigger with a relative teleport in it: the seamlessness proof is a property
6226/// of the region-plus-offset pair, which a compiler would otherwise have to
6227/// recognise by pattern-matching a trigger's effect list.
6228///
6229/// # The offset is derived, never typed
6230///
6231/// `to` is a [`Mark`] naming where the slab's own anchor cell lands, so the
6232/// offset is `cell(to) − cell(region.anchor)` — a whole-block vector by
6233/// construction, and a judgement about the world (*the fourth bay's anchor lands
6234/// on the second's*) rather than a vector the compiler could compute.
6235///
6236/// # The gate is the release
6237///
6238/// The loop **holds** while its gate is open and stands down while it is shut,
6239/// read against the party: flags are campaign state, and a `requires_state` term
6240/// must name a `party` datum (`DW0949`). A loop with no gate term holds forever
6241/// and is refused at the document (`DW0949`).
6242#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6243#[serde(deny_unknown_fields)]
6244pub struct Loop {
6245 /// Unique loop id (`loop/<kebab>`).
6246 pub id: LoopId,
6247 /// The slab a body crosses: an anchor-centred box (`anchor ± extent`), one
6248 /// axis of which is the crossing axis. The existing zone type, for the reason
6249 /// [`LethalVolume::region`] gives.
6250 pub region: StealthZone,
6251 /// Where the slab's own anchor cell lands: the loop's offset is
6252 /// `cell(to) − cell(region.anchor)`. Lies inside its anchor's piece
6253 /// (`DW0897`).
6254 pub to: Mark,
6255 /// Flags that must all be set for the loop to hold.
6256 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6257 pub requires_flags: Vec<FlagId>,
6258 /// Flags any one of which stands the loop down — `forbids_flags:
6259 /// [flag/the-bell-found]` is a loop that ends the moment the bell is found.
6260 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6261 pub forbids_flags: Vec<FlagId>,
6262 /// Numeric gate terms: every comparison must hold for the loop to hold. Each
6263 /// names a `party`-scoped datum (`DW0949`). The third field of the one gate,
6264 /// carried by every gate consumer.
6265 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6266 pub requires_state: Vec<StateCompare>,
6267 /// A `party`-scoped datum the loop raises by one on every move, before
6268 /// `on_cross` runs — the counter a crossing-counted release reads.
6269 #[serde(default, skip_serializing_if = "Option::is_none")]
6270 pub counts: Option<StateId>,
6271 /// The dungeon's answer to a move: effects run on every move, after the body
6272 /// is moved and the count raised, from the server command source (no acting
6273 /// player). Each effect's own `when` keys a write to a count. A `teleport`
6274 /// here is refused (`DW0949`).
6275 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6276 pub on_cross: Vec<QuestEffect>,
6277}
6278
6279// ---------------------------------------------------------------------------
6280// Stage 5 — trade and the recovery stake (DSL v0.10, spec-0032)
6281// ---------------------------------------------------------------------------
6282
6283/// A stage-5 **shop** (DSL v0.10, spec-0032): an interaction point that opens a
6284/// list of offers, each of which is a gate and a bundle of effects.
6285///
6286/// # It is the rest flow with different buttons, and that is the whole design
6287///
6288/// A bonfire is already an interaction entity, a player-interaction advancement
6289/// that supplies the acting player, a `minecraft:multi_action` dialog, buttons
6290/// that run `/trigger`, and tick dispatch. A shop is that same hardware with an
6291/// authored button list, so nothing here is new machinery — it is the machinery
6292/// spec-0016 §1 shipped, made author-visible.
6293///
6294/// # There is no price field, and that is deliberate
6295///
6296/// A price is *"may this happen yet?"*, which is the question
6297/// [`Gate`](crate::gate::Gate) answers for six other object classes. An offer is
6298/// therefore the **seventh gate consumer**: it carries `requires_flags`,
6299/// `forbids_flags` and `requires_state`, and the numeric comparison it needs is
6300/// the one spec-0031 put in the gate rather than in the verb that first asked.
6301/// A `price` field would be a second comparison surface for one meaning, which is
6302/// the defect CLAUDE.md names first.
6303///
6304/// # Villager `Offers` is excluded
6305///
6306/// Three independent reasons, any one sufficient (spec-0032): a vanilla trade
6307/// cost can only ever be an item, never a scoreboard value; right-click on a
6308/// villager body is already allocated to dialogue; and the data-driven trade
6309/// registry post-dates the pinned 1.21.11.
6310#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6311#[serde(deny_unknown_fields)]
6312pub struct Shop {
6313 /// Unique shop id (`shop/<kebab>`).
6314 pub id: ShopId,
6315 /// The prefab anchor the shop's interaction point stands on.
6316 pub anchor: AnchorId,
6317 /// The dialog's title line. Player-visible, inventoried under
6318 /// `shop.<id>.title`.
6319 pub title: String,
6320 /// The item the visible marker renders as (default `minecraft:emerald`).
6321 /// Cosmetic only: the marker is a `minecraft:item_display`, so it never
6322 /// occupies the cell or obstructs the hitbox.
6323 #[serde(default, skip_serializing_if = "Option::is_none")]
6324 pub marker_item: Option<String>,
6325 /// The offers, in declaration order — which is button order, and the order
6326 /// the `/trigger` routing values are assigned in.
6327 pub offers: Vec<ShopOffer>,
6328}
6329
6330/// One button in a [`Shop`]: a gate, a label, and the effects choosing it runs.
6331///
6332/// **Effect root R8.** The bundle hangs off an object with runtime machinery of
6333/// its own (an advancement, a dialog, a trigger objective and a tick dispatch),
6334/// which is spec-0031's stated rule for adding a root rather than desugaring.
6335///
6336/// **Refusal is authored, not a field.** An offer whose own gate is closed is not
6337/// shown at all; an offer that should be *shown and refuse* leaves its own gate
6338/// open and gates its effects instead — the purchase behind `at-least <price>`,
6339/// the apology behind `at-most <price − 1>`. Both are the ordinary per-effect
6340/// gate every effect already carries, so the engine adds no `refused` field and
6341/// no second way to say one thing.
6342#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6343#[serde(deny_unknown_fields)]
6344pub struct ShopOffer {
6345 /// The button's caption. Player-visible, inventoried under
6346 /// `shop.<id>.offer.<i>.label`, and width-checked like any dialog button.
6347 pub label: String,
6348 /// The button's hover tooltip — the natural home for a price in words.
6349 /// Player-visible, inventoried under `shop.<id>.offer.<i>.tooltip`.
6350 #[serde(default, skip_serializing_if = "Option::is_none")]
6351 pub tooltip: Option<String>,
6352 /// Flags that must all be set for this offer to be shown (the one gate).
6353 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6354 pub requires_flags: Vec<FlagId>,
6355 /// Flags whose being set hides this offer (the one gate).
6356 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6357 pub forbids_flags: Vec<FlagId>,
6358 /// Numeric gate terms (the one gate) — **this is where a price lives**.
6359 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6360 pub requires_state: Vec<StateCompare>,
6361 /// What choosing this offer does. Effect root R8; runs with the choosing
6362 /// player as the acting player, so a `player`-scoped datum is writable here.
6363 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6364 pub effects: Vec<QuestEffect>,
6365}
6366
6367impl ShopOffer {
6368 /// This offer's whole gate, as one value (DSL v0.10) — see
6369 /// [`crate::gate::Gate`].
6370 pub fn gate(&self) -> crate::gate::Gate<'_> {
6371 crate::gate::Gate::of(
6372 &self.requires_flags,
6373 &self.forbids_flags,
6374 &self.requires_state,
6375 )
6376 }
6377}
6378
6379/// How much of a datum a death forfeits into a [`Stake`] (DSL v0.10, spec-0032).
6380///
6381/// A creator who wants **no death cost at all** picks [`Forfeit::None`]; the
6382/// stake then still marks where they fell, which is the memorial case.
6383#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6384#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
6385pub enum Forfeit {
6386 /// The whole balance.
6387 All,
6388 /// A percentage of the balance, rounded toward zero (integer arithmetic —
6389 /// ADR-0006 forbids anything a second implementation could round differently).
6390 Proportion {
6391 /// 0–100.
6392 percent: u32,
6393 },
6394 /// A fixed amount, capped at the balance so a purse can never go negative.
6395 Fixed {
6396 /// The amount.
6397 amount: i32,
6398 },
6399 /// Nothing is taken. The stake is a marker, not a wager.
6400 None,
6401}
6402
6403/// What a death does when the player already holds the maximum number of live
6404/// stakes (DSL v0.10, spec-0032).
6405#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6406#[serde(rename_all = "kebab-case")]
6407pub enum OnFull {
6408 /// Retire the player's oldest live stake — its contents are lost — and place a
6409 /// new one. With `max_live: 1` this is the souls behaviour.
6410 Replace,
6411 /// Leave the existing stakes alone: the new death places nothing and forfeits
6412 /// nothing. One wager at a time.
6413 Keep,
6414}
6415
6416impl OnFull {
6417 /// The wire token (`replace` / `keep`).
6418 pub fn token(self) -> &'static str {
6419 match self {
6420 OnFull::Replace => "replace",
6421 OnFull::Keep => "keep",
6422 }
6423 }
6424}
6425
6426/// Who may collect a stake that is not theirs (DSL v0.10, spec-0032).
6427#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6428#[serde(rename_all = "kebab-case")]
6429pub enum CollectBy {
6430 /// Only the player who left it. The default.
6431 Owner,
6432 /// Anyone standing at it. The whole of every live stake at that place is
6433 /// transferred to the collector.
6434 Anyone,
6435}
6436
6437impl CollectBy {
6438 /// The wire token (`owner` / `anyone`).
6439 pub fn token(self) -> &'static str {
6440 match self {
6441 CollectBy::Owner => "owner",
6442 CollectBy::Anyone => "anyone",
6443 }
6444 }
6445}
6446
6447/// A stage-5 **recovery stake** (DSL v0.10, spec-0032): what a death leaves
6448/// behind, and the one chance to get it back.
6449///
6450/// # A mechanism, not a genre
6451///
6452/// "Souls" is one setting of this declaration and nothing here knows the word.
6453/// The mechanism is *a death forfeits some of a declared datum into a collectable
6454/// marker at a computed place, and collecting it returns exactly what was taken*.
6455/// A campaign with no death cost, a campaign with a permanent memorial at every
6456/// death site, and a campaign with the souls loop are three configurations, not
6457/// three engines.
6458///
6459/// # Where it lands is a compile-time answer
6460///
6461/// The owner's rule: *the anchor is the point, on the walkable path
6462/// from the respawn point in force at the moment of death to the death point
6463/// under the quest state in force at that moment, that minimises distance to the
6464/// death point.* Every term already has an owner in the compiler — walkability is
6465/// the navigation world the completability proof runs on, quest-state passability
6466/// is the DAG-indexed sealing `close-gate` established, and the respawn point in
6467/// force is engine state. So it is a table computed at build time and a lookup at
6468/// run time: **no runtime search, no nondeterminism.**
6469///
6470/// # It is hardware, so it inherits the hardware rules
6471///
6472/// The marker is an invisible `minecraft:interaction` for the hitbox plus a
6473/// glowing `minecraft:item_display` for the rendering — the same pair every other
6474/// affordance in the engine uses, and therefore the same invisible-affordance
6475/// (`DW0420`) and hardware-erasure (`DW0421`) proofs. It is deliberately **not**
6476/// a dropped item entity: an item despawns after 6000 ticks, burns in lava, sinks
6477/// in the void, and can be picked up by anyone.
6478#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6479#[serde(deny_unknown_fields)]
6480pub struct Stake {
6481 /// Unique stake id (`stake/<kebab>`).
6482 pub id: StakeId,
6483 /// The datum a death forfeits into this stake, and a collection returns.
6484 /// Must be declared in the stage-5 `state` list, and must be `player`-scoped:
6485 /// a stake is a personal wager, and a party-shared purse would turn one
6486 /// player's death into everyone's penalty.
6487 pub state: StateId,
6488 /// How much of [`Self::state`] a death takes. Default: the whole balance.
6489 #[serde(default, skip_serializing_if = "Option::is_none")]
6490 pub forfeit: Option<Forfeit>,
6491 /// How many live stakes one player may hold at once. Default 1; `0` means a
6492 /// death never places one (and never forfeits anything), which is the
6493 /// "no death cost" configuration.
6494 #[serde(default, skip_serializing_if = "Option::is_none")]
6495 pub max_live: Option<u32>,
6496 /// What a death does when the player is already at [`Self::max_live`].
6497 /// Default [`OnFull::Replace`].
6498 #[serde(default, skip_serializing_if = "Option::is_none")]
6499 pub on_full: Option<OnFull>,
6500 /// Who may collect. Default [`CollectBy::Owner`].
6501 #[serde(default, skip_serializing_if = "Option::is_none")]
6502 pub collect_by: Option<CollectBy>,
6503 /// The line a collection says, on the action bar. Player-visible, inventoried
6504 /// under `stake.<id>.collected`.
6505 pub collected_message: String,
6506 /// The item the glowing marker renders as (default `minecraft:soul_lantern`).
6507 #[serde(default, skip_serializing_if = "Option::is_none")]
6508 pub marker_item: Option<String>,
6509}
6510
6511impl Stake {
6512 /// The forfeit rule, with the documented default applied.
6513 pub fn forfeit(&self) -> Forfeit {
6514 self.forfeit.unwrap_or(Forfeit::All)
6515 }
6516
6517 /// How many live stakes one player may hold, with the documented default.
6518 pub fn max_live(&self) -> u32 {
6519 self.max_live.unwrap_or(1)
6520 }
6521
6522 /// The at-capacity rule, with the documented default.
6523 pub fn on_full(&self) -> OnFull {
6524 self.on_full.unwrap_or(OnFull::Replace)
6525 }
6526
6527 /// The collection rule, with the documented default.
6528 pub fn collect_by(&self) -> CollectBy {
6529 self.collect_by.unwrap_or(CollectBy::Owner)
6530 }
6531
6532 /// The item the marker renders as, with the documented default.
6533 pub fn marker_item(&self) -> &str {
6534 self.marker_item
6535 .as_deref()
6536 .unwrap_or("minecraft:soul_lantern")
6537 }
6538}
6539
6540/// The presentation channel for a [`Verb::Narrate`] (DSL v0.4).
6541#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6542#[serde(rename_all = "kebab-case")]
6543pub enum NarrateStyle {
6544 /// A chat line (default).
6545 Chat,
6546 /// A large on-screen title.
6547 Title,
6548 /// An on-screen subtitle.
6549 Subtitle,
6550 /// An "art" title rendered through the delve's custom resource-pack pixel-banner
6551 /// font (`delve:art`) so endings can flash blocky all-caps text (DSL v0.6,
6552 /// spec-0014). Text is checked at compile time against the font's glyph inventory
6553 /// (`DW0328`); characters outside it (e.g. non-Latin script) are rejected. It
6554 /// renders in the vanilla title slot, so it is width-checked like any title
6555 /// (`DW0330`) — roughly 15 glyphs fit on screen.
6556 Art,
6557 /// The **actionbar** — the one-line strip above the hotbar (DSL v0.11).
6558 ///
6559 /// This is the channel a *reply* uses: it does not interrupt, it does not
6560 /// stack, and it is overwritten by the next one. Every reply the compiler
6561 /// itself writes has always used it — a sealed gate's answer, a checkpoint
6562 /// return, the lobby's party count — but `narrate` could not reach it, which
6563 /// is the mechanical reason `close-gate.sealed_hint` could not have been an
6564 /// ordinary `narrate` even had someone tried (capability-ownership audit
6565 /// finding 3b). A channel is a property of the message, not of the verb that
6566 /// first wanted it.
6567 ///
6568 /// Unlike a title it is never width-checked: vanilla truncates nothing and
6569 /// draws it at GUI width, and a reply is a fragment rather than a banner.
6570 Actionbar,
6571}
6572
6573impl NarrateStyle {
6574 /// The kebab tag (`chat` / `title` / `subtitle` / `art` / `actionbar`).
6575 pub fn token(self) -> &'static str {
6576 match self {
6577 NarrateStyle::Chat => "chat",
6578 NarrateStyle::Title => "title",
6579 NarrateStyle::Subtitle => "subtitle",
6580 NarrateStyle::Art => "art",
6581 NarrateStyle::Actionbar => "actionbar",
6582 }
6583 }
6584}
6585
6586/// **A mark** (spec-0066): an anchor and an integer block offset from it, the
6587/// one declaration of a point the campaign places relative to a piece.
6588///
6589/// Its cell is the anchor's resolved cell plus `offset`, in world axes after
6590/// the piece's placement. It is what a body stands on ([`Npc::offset`],
6591/// [`Actor::offset`]), where a walk ends ([`Verb::MoveNpc`], [`Verb::MoveActor`],
6592/// [`Verb::Teleport`]), where the cast ledger says a body is
6593/// ([`CastPlace::Mark`]), where a sound plays ([`SoundAt::Anchor`]), and every
6594/// camera position in a shot: a dolly waypoint (`path`), an aim target
6595/// (`look_at`) and an anchor subject (`subject`). The roles are fields; the
6596/// type is one.
6597///
6598/// A mark's cell lies inside the placed piece its anchor belongs to (`DW0897`):
6599/// an offset says *where beside this place*, never *which place*.
6600#[derive(
6601 Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize, JsonSchema,
6602)]
6603#[serde(deny_unknown_fields)]
6604pub struct Mark {
6605 /// The anchor the mark is relative to.
6606 pub anchor: AnchorId,
6607 /// Integer `[x, y, z]` block offset from the anchor (default `[0, 0, 0]`).
6608 #[serde(default, skip_serializing_if = "is_zero3")]
6609 pub offset: [i32; 3],
6610}
6611
6612impl Mark {
6613 /// A mark at `anchor` with no offset.
6614 pub fn at(anchor: AnchorId) -> Self {
6615 Mark {
6616 anchor,
6617 offset: [0, 0, 0],
6618 }
6619 }
6620
6621 /// Whether the offset is non-zero.
6622 pub fn is_offset(&self) -> bool {
6623 !is_zero3(&self.offset)
6624 }
6625
6626 /// The mark's cell, given the cell its anchor resolved to.
6627 pub fn cell(&self, anchor_cell: [i32; 3]) -> [i32; 3] {
6628 offset_cell(anchor_cell, self.offset)
6629 }
6630
6631 /// The mark as a diagnostic spells it: the anchor alone at a zero offset,
6632 /// else `anchor + [x, y, z]`.
6633 pub fn display(&self) -> String {
6634 if self.is_offset() {
6635 format!(
6636 "{} + [{}, {}, {}]",
6637 self.anchor, self.offset[0], self.offset[1], self.offset[2]
6638 )
6639 } else {
6640 self.anchor.as_str().to_string()
6641 }
6642 }
6643}
6644
6645/// `cell + offset`, componentwise: the one arithmetic a [`Mark`] adds.
6646pub fn offset_cell(cell: [i32; 3], offset: [i32; 3]) -> [i32; 3] {
6647 [
6648 cell[0] + offset[0],
6649 cell[1] + offset[1],
6650 cell[2] + offset[2],
6651 ]
6652}
6653
6654/// One shot of a [`Verb::Cutscene`] (DSL v0.6): a camera dolly with its
6655/// own duration and optional subject. A cutscene plays its shots back-to-back —
6656/// a hard cut between them — inside a single gamemode/position save-restore
6657/// bracket, so a wide establishing move can be followed by an interior close-up
6658/// without the players ever leaving the cinematic.
6659#[derive(Clone, PartialEq, Serialize, Deserialize, JsonSchema)]
6660#[serde(deny_unknown_fields)]
6661pub struct CameraShot {
6662 /// Ordered camera waypoints (straight-line lerp between them). A one-waypoint
6663 /// path is a static shot. Required without `shot_style`; with one, optional —
6664 /// an explicit `path` always overrides the style's expanded dolly.
6665 #[serde(default, skip_serializing_if = "Vec::is_empty")]
6666 pub path: Vec<Mark>,
6667 /// This shot's duration in seconds. Required without `shot_style`; with one,
6668 /// optional — the style's default duration applies (see
6669 /// [`ShotStyle::default_seconds`]), and an explicit value always overrides.
6670 #[serde(default, skip_serializing_if = "Option::is_none")]
6671 pub seconds: Option<u32>,
6672 /// Optional subject the camera keeps framed for this shot. Absent = face
6673 /// along the direction of travel (or, under a `shot_style`, the style's own
6674 /// aim at its `subject`). An explicit `look_at` always overrides a style's
6675 /// aim.
6676 #[serde(default, skip_serializing_if = "Option::is_none")]
6677 pub look_at: Option<Mark>,
6678 /// Shot-style preset (DSL v0.6, spec-0015 shot-grammar library): the
6679 /// compiler expands the style deterministically into a camera dolly +
6680 /// per-keyframe aim from the `subject`'s resolved geometry. Requires
6681 /// `subject`; `path`/`look_at`/`seconds` remain legal and always override
6682 /// the corresponding expanded part (`DW0348` polices the combinations).
6683 #[serde(default, skip_serializing_if = "Option::is_none")]
6684 pub shot_style: Option<ShotStyle>,
6685 /// The styled shot's subject — what the shot is *about*. Required with
6686 /// `shot_style`, rejected without one (`DW0348`).
6687 #[serde(default, skip_serializing_if = "Option::is_none")]
6688 pub subject: Option<CameraSubject>,
6689 /// `two-shot` only: the second framed subject (`DW0348` elsewhere).
6690 #[serde(default, skip_serializing_if = "Option::is_none")]
6691 pub subject_b: Option<CameraSubject>,
6692 /// Styled shots only: the style's characteristic camera distance in blocks
6693 /// (its *start* distance for the dolly styles). Default per style — see the
6694 /// `shot_style` table in `docs/reference/compiler.md`. Clamped range 1..=48
6695 /// (`DW0348`).
6696 #[serde(default, skip_serializing_if = "Option::is_none")]
6697 pub dist: Option<f64>,
6698 /// `orbit-arc` only: the sweep in degrees, 45..=120 (dossier range),
6699 /// default 90 (`DW0348` elsewhere or out of range).
6700 #[serde(default, skip_serializing_if = "Option::is_none")]
6701 pub degrees: Option<f64>,
6702 /// Styled shots only: placement bearing in degrees — where the camera sits
6703 /// (or starts) relative to the subject, measured like a Minecraft yaw
6704 /// *from* the subject: `0` puts the camera south of the subject (+Z), `90`
6705 /// west (−X), `-90` east (+X), `180` north (−Z). Default `0`. For
6706 /// `side-track` the bearing picks which side of the subject's travel the
6707 /// camera runs abeam (`0` = right of travel, `180` = left).
6708 #[serde(default, skip_serializing_if = "Option::is_none")]
6709 pub bearing: Option<f64>,
6710}
6711
6712/// A `shot_style` preset (DSL v0.6): the dossier's 9-template library
6713/// (`docs/notes/camera-dossier.md` §2), each expanded deterministically by the
6714/// compiler into a dolly + aim from the subject's geometry. Camera "lens feel"
6715/// is **distance only** — vanilla has no in-game FOV control.
6716#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
6717#[serde(rename_all = "kebab-case")]
6718pub enum ShotStyle {
6719 /// Fully static close framing of a prop/detail. The beat that always looks
6720 /// right.
6721 Insert,
6722 /// Static position; only the aim turns as the subject (ideally moving)
6723 /// passes. Rockstar's roadside "ground view".
6724 LockedOff,
6725 /// Straight dolly toward the subject along the view axis; medium → close.
6726 PushIn,
6727 /// Reverse of `push-in`: close → wide, revealing context.
6728 PullBackReveal,
6729 /// High and far, descending and closing on the subject. First sight of an
6730 /// area.
6731 EstablishingCrane,
6732 /// Constant-radius, constant-height arc around the subject.
6733 OrbitArc,
6734 /// Parallel dolly abeam a **moving** subject at constant offset — needs a
6735 /// compiler-known subject path (`DW0349`).
6736 SideTrack,
6737 /// Static placement solved so **both** subjects land on opposite thirds
6738 /// (Toric-space construction). Needs `subject_b`.
6739 TwoShot,
6740 /// Low, close, trailing a **moving** subject near ground level — needs a
6741 /// compiler-known subject path (`DW0349`).
6742 LowFollow,
6743}
6744
6745impl ShotStyle {
6746 /// The kebab token (diagnostics, digests).
6747 pub fn token(self) -> &'static str {
6748 match self {
6749 ShotStyle::Insert => "insert",
6750 ShotStyle::LockedOff => "locked-off",
6751 ShotStyle::PushIn => "push-in",
6752 ShotStyle::PullBackReveal => "pull-back-reveal",
6753 ShotStyle::EstablishingCrane => "establishing-crane",
6754 ShotStyle::OrbitArc => "orbit-arc",
6755 ShotStyle::SideTrack => "side-track",
6756 ShotStyle::TwoShot => "two-shot",
6757 ShotStyle::LowFollow => "low-follow",
6758 }
6759 }
6760
6761 /// Default shot duration in seconds, from the dossier's per-style duration
6762 /// ranges (§2, anchored on the film-editing ASL literature) — the value an
6763 /// omitted `seconds` resolves to.
6764 pub fn default_seconds(self) -> u32 {
6765 match self {
6766 ShotStyle::Insert => 2,
6767 ShotStyle::LockedOff => 6,
6768 ShotStyle::PushIn => 4,
6769 ShotStyle::PullBackReveal => 6,
6770 ShotStyle::EstablishingCrane => 8,
6771 ShotStyle::OrbitArc => 8,
6772 ShotStyle::SideTrack => 8,
6773 ShotStyle::TwoShot => 5,
6774 ShotStyle::LowFollow => 5,
6775 }
6776 }
6777
6778 /// `true` for the styles whose subject must be *moving* on a compiler-known
6779 /// path (`move-npc` / `move-actor` in the same effect group or sequence) —
6780 /// `side-track` and `low-follow` (`DW0349` otherwise).
6781 pub fn needs_moving_subject(self) -> bool {
6782 matches!(self, ShotStyle::SideTrack | ShotStyle::LowFollow)
6783 }
6784}
6785
6786/// A styled shot's subject (DSL v0.6): the world thing the shot frames — a
6787/// prefab anchor point, a stage-2 NPC, or a stage-5 actor — plus an integer
6788/// block offset. For `npc`/`actor` subjects the aim point is the entity's cell
6789/// **plus one block up** (torso height, so a close shot does not frame feet)
6790/// before `offset` is applied; an `anchor` subject aims at the block centre
6791/// exactly like a [`CameraTarget`].
6792/// Each variant's payload is a **named struct** carrying `deny_unknown_fields`
6793/// — serde has no variant-level `deny_unknown_fields`, so an untagged
6794/// enum with inline struct variants silently *ignores* any key it does not
6795/// recognise: `{"npc": …, "ofset": [0,1,0]}` would deserialize happily with the
6796/// offset dropped, and `{"anchor": …, "npc": …}` would quietly match `Anchor`
6797/// and discard the NPC. Lifting each variant into its own type keeps the repo-wide
6798/// deny-unknown rule for both serde and the published JSON Schema
6799/// (`additionalProperties: false`): a mistyped shot subject fails the schema
6800/// instead of rendering a shot pointed somewhere the author never asked for.
6801#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6802#[serde(untagged)]
6803pub enum CameraSubject {
6804 /// A fixed world point: prefab anchor + offset.
6805 Anchor(Mark),
6806 /// A stage-2 NPC — moving if a `move-npc` for it runs in the same effect
6807 /// group / sequence, else static at its declared (or spawn) anchor.
6808 Npc(NpcSubject),
6809 /// A stage-5 actor — moving if a `move-actor` for it runs in the same
6810 /// effect group / sequence, else static at its declared anchor.
6811 Actor(ActorSubject),
6812}
6813
6814/// A [`CameraSubject::Npc`] payload: a stage-2 NPC.
6815#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6816#[serde(deny_unknown_fields)]
6817pub struct NpcSubject {
6818 /// The NPC (stage-2 ref).
6819 pub npc: NpcId,
6820 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
6821 #[serde(default, skip_serializing_if = "is_zero3")]
6822 pub offset: [i32; 3],
6823}
6824
6825/// A [`CameraSubject::Actor`] payload: a stage-5 actor.
6826#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
6827#[serde(deny_unknown_fields)]
6828pub struct ActorSubject {
6829 /// The actor (stage-5 `actors` ref).
6830 pub actor: ActorId,
6831 /// Integer `[x, y, z]` block offset (default `[0, 0, 0]`).
6832 #[serde(default, skip_serializing_if = "is_zero3")]
6833 pub offset: [i32; 3],
6834}
6835
6836impl CameraSubject {
6837 /// The subject's integer offset, whichever variant.
6838 pub fn offset(&self) -> [i32; 3] {
6839 match self {
6840 CameraSubject::Anchor(s) => s.offset,
6841 CameraSubject::Npc(s) => s.offset,
6842 CameraSubject::Actor(s) => s.offset,
6843 }
6844 }
6845
6846 /// A short canonical rendering for digests/diagnostics.
6847 pub fn canon(&self) -> String {
6848 let (kind, id, o) = match self {
6849 CameraSubject::Anchor(s) => ("a", s.anchor.as_str(), &s.offset),
6850 CameraSubject::Npc(s) => ("n", s.npc.as_str(), &s.offset),
6851 CameraSubject::Actor(s) => ("c", s.actor.as_str(), &s.offset),
6852 };
6853 format!("{kind}:{id}@{},{},{}", o[0], o[1], o[2])
6854 }
6855}
6856
6857/// `Debug` is hand-written because it is a **stable content-key rendering**:
6858/// the compiler's `payload_verb_key` (FNV over a verb's own `{:?}`) names the
6859/// generated `volley_`, `collapse_` and `teleport_` functions from it, so a shot
6860/// that uses none of the v0.6 style fields must render byte-identically to the
6861/// pre-style struct (`seconds` prints its inner value; absent style fields print
6862/// nothing) — otherwise a purely additive schema change would silently churn the
6863/// content key of every payload that carries a cutscene.
6864impl std::fmt::Debug for CameraShot {
6865 fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
6866 let mut d = f.debug_struct("CameraShot");
6867 d.field("path", &self.path);
6868 match self.seconds {
6869 Some(v) => d.field("seconds", &v),
6870 None => d.field("seconds", &self.seconds),
6871 };
6872 d.field("look_at", &self.look_at);
6873 if self.shot_style.is_some() {
6874 d.field("shot_style", &self.shot_style);
6875 }
6876 if self.subject.is_some() {
6877 d.field("subject", &self.subject);
6878 }
6879 if self.subject_b.is_some() {
6880 d.field("subject_b", &self.subject_b);
6881 }
6882 if self.dist.is_some() {
6883 d.field("dist", &self.dist);
6884 }
6885 if self.degrees.is_some() {
6886 d.field("degrees", &self.degrees);
6887 }
6888 if self.bearing.is_some() {
6889 d.field("bearing", &self.bearing);
6890 }
6891 d.finish()
6892 }
6893}
6894
6895impl CameraShot {
6896 /// The shot's resolved duration in seconds: explicit `seconds`, else the
6897 /// style default, else `1` (a shape-invalid shot — `DW0199` reports it; the
6898 /// fallback only keeps downstream passes total).
6899 pub fn resolved_seconds(&self) -> u32 {
6900 self.seconds
6901 .or(self.shot_style.map(ShotStyle::default_seconds))
6902 .unwrap_or(1)
6903 }
6904}
6905
6906/// serde `skip_serializing_if` helper: skip a `[0, 0, 0]` offset.
6907fn is_zero3(v: &[i32; 3]) -> bool {
6908 *v == [0, 0, 0]
6909}
6910
6911impl Verb {
6912 /// The kebab-case `type` tag this verb serializes as — the verb a
6913 /// diagnostic should name so the author can find it in the JSON.
6914 pub fn tag(&self) -> &'static str {
6915 match self {
6916 Verb::OpenGate { .. } => "open-gate",
6917 Verb::CloseGate { .. } => "close-gate",
6918 Verb::CampaignComplete { .. } => "campaign-complete",
6919 Verb::GiveItem { .. } => "give-item",
6920 Verb::SetFlag { .. } => "set-flag",
6921 Verb::SetState { .. } => "set-state",
6922 Verb::AddState { .. } => "add-state",
6923 Verb::ClearState { .. } => "clear-state",
6924 Verb::DropStake { .. } => "drop-stake",
6925 Verb::SpawnWave { .. } => "spawn-wave",
6926 Verb::Narrate { .. } => "narrate",
6927 Verb::SetBlock { .. } => "set-block",
6928 Verb::FillRegion { .. } => "fill-region",
6929 Verb::ClearRegion { .. } => "clear-region",
6930 Verb::SetAtmosphere { .. } => "set-atmosphere",
6931 Verb::OpenWay { .. } => "open-way",
6932 Verb::DespawnNpc { .. } => "despawn-npc",
6933 Verb::MoveNpc { .. } => "move-npc",
6934 Verb::Cutscene { .. } => "cutscene",
6935 Verb::SetTime { .. } => "set-time",
6936 Verb::SetWeather { .. } => "set-weather",
6937 Verb::PlaySound { .. } => "play-sound",
6938 Verb::DamagePlayers { .. } => "damage-players",
6939 Verb::SetCheckpoint { .. } => "set-checkpoint",
6940 Verb::Bonfire { .. } => "bonfire",
6941 Verb::BeginStealth { .. } => "begin-stealth",
6942 Verb::EndStealth => "end-stealth",
6943 Verb::SpawnNpc { .. } => "spawn-npc",
6944 Verb::SpawnActor { .. } => "spawn-actor",
6945 Verb::DespawnActor { .. } => "despawn-actor",
6946 Verb::MoveActor { .. } => "move-actor",
6947 Verb::UnleashActor { .. } => "unleash-actor",
6948 Verb::Sequence { .. } => "sequence",
6949 Verb::Volley { .. } => "volley",
6950 Verb::Collapse { .. } => "collapse",
6951 Verb::GiveEffect { .. } => "give-effect",
6952 Verb::ClearEffect { .. } => "clear-effect",
6953 Verb::Teleport { .. } => "teleport",
6954 Verb::Firework { .. } => "firework",
6955 Verb::SpawnAssembly { .. } => "spawn-assembly",
6956 Verb::DespawnAssembly { .. } => "despawn-assembly",
6957 Verb::PlayClip { .. } => "play-clip",
6958 Verb::Particle { .. } => "particle",
6959 }
6960 }
6961
6962 /// **Whether the emitter addresses this verb to players** (spec-0085 §3.3) —
6963 /// whether its emitted commands name the effect's audience selector at all.
6964 ///
6965 /// A verb that answers `false` is a **party fact**: it fires once for the
6966 /// world (a flag, a gate, a block, a region, a wave, an actor, an NPC, a
6967 /// camera, the time, a checkpoint, a stealth beat, a timeline, a teleported
6968 /// volume, a rocket), so the envelope's `audience` and `in` have nothing to
6969 /// narrow and are refused on it (`DW0942`). A `player`-scoped state write
6970 /// answers `false` too: its holder is the acting player by declaration, never
6971 /// the audience.
6972 ///
6973 /// Exhaustive, so a new verb cannot be added without answering it; and
6974 /// `emit`'s own test binds this answer to the emitted bytes in both
6975 /// directions — every verb is emitted under two audiences, and its commands
6976 /// differ exactly when this says `true`.
6977 pub fn addresses_players(&self) -> bool {
6978 match self {
6979 Verb::GiveItem { .. }
6980 | Verb::Narrate { .. }
6981 | Verb::PlaySound { .. }
6982 | Verb::DamagePlayers { .. }
6983 | Verb::GiveEffect { .. }
6984 | Verb::ClearEffect { .. }
6985 | Verb::Particle { .. } => true,
6986 Verb::OpenGate { .. }
6987 | Verb::CloseGate { .. }
6988 | Verb::CampaignComplete { .. }
6989 | Verb::SetFlag { .. }
6990 | Verb::SetState { .. }
6991 | Verb::AddState { .. }
6992 | Verb::ClearState { .. }
6993 | Verb::DropStake { .. }
6994 | Verb::SpawnWave { .. }
6995 | Verb::SetBlock { .. }
6996 | Verb::FillRegion { .. }
6997 | Verb::ClearRegion { .. }
6998 | Verb::OpenWay { .. }
6999 | Verb::DespawnNpc { .. }
7000 | Verb::MoveNpc { .. }
7001 | Verb::Cutscene { .. }
7002 | Verb::SetTime { .. }
7003 | Verb::SetWeather { .. }
7004 | Verb::SetCheckpoint { .. }
7005 | Verb::Bonfire { .. }
7006 | Verb::BeginStealth { .. }
7007 | Verb::EndStealth
7008 | Verb::SpawnActor { .. }
7009 | Verb::DespawnActor { .. }
7010 | Verb::MoveActor { .. }
7011 | Verb::UnleashActor { .. }
7012 | Verb::SpawnNpc { .. }
7013 | Verb::Sequence { .. }
7014 | Verb::Volley { .. }
7015 | Verb::Collapse { .. }
7016 | Verb::Teleport { .. }
7017 | Verb::Firework { .. }
7018 // spec-0080: a biome repaint is a world fact (`fillbiome`).
7019 | Verb::SetAtmosphere { .. }
7020 // spec-0082: an assembly is a world object.
7021 | Verb::SpawnAssembly { .. }
7022 | Verb::DespawnAssembly { .. }
7023 | Verb::PlayClip { .. } => false,
7024 }
7025 }
7026}
7027
7028/// **How a nested effect list is dispatched, relative to the bundle it sits in**
7029/// (spec-0085 §3.2) — the one statement of which command source each nesting
7030/// site runs under, read by `DW0357`/`DW0503` and by the emitter's timeline
7031/// keying alike.
7032#[derive(Clone, Copy, Debug, PartialEq, Eq)]
7033pub enum NestedDispatch {
7034 /// Under the parent's own source: a `sequence` step. A timeline started
7035 /// where there is an acting player carries that player across its
7036 /// `schedule`s by a compiler-owned tag, and a timeline started from the
7037 /// server source has nobody to carry.
7038 Inherit,
7039 /// As one player, whatever the parent was: a `set-checkpoint`'s
7040 /// `on_respawn` (the respawning player) and a `begin-stealth`'s `on_caught`
7041 /// (the spotted player).
7042 Player,
7043 /// From the server command source, whatever the parent was: a
7044 /// `move-npc`/`move-actor` `on_arrive` (the driver's scheduled tick) and a
7045 /// `bonfire`'s `on_rest` (the party-wide rest, dispatched from the tick).
7046 Server,
7047}
7048
7049impl NestedDispatch {
7050 /// Whether a list dispatched this way, inside a bundle that does (or does
7051 /// not) have an acting player, has one.
7052 pub fn has_actor(self, parent_has_actor: bool) -> bool {
7053 match self {
7054 NestedDispatch::Inherit => parent_has_actor,
7055 NestedDispatch::Player => true,
7056 NestedDispatch::Server => false,
7057 }
7058 }
7059}
7060
7061impl QuestEffect {
7062 /// Each nested effect list with how it is dispatched ([`NestedDispatch`]) —
7063 /// the same lists, in the same order, as [`Self::nested_effect_lists`].
7064 pub fn nested_effect_dispatch(&self) -> Vec<(&[QuestEffect], NestedDispatch)> {
7065 match &self.verb {
7066 Verb::Sequence { steps } => steps
7067 .iter()
7068 .map(|s| (s.effects.as_slice(), NestedDispatch::Inherit))
7069 .collect(),
7070 Verb::SetCheckpoint { on_respawn, .. } => {
7071 vec![(on_respawn.as_slice(), NestedDispatch::Player)]
7072 }
7073 Verb::Bonfire { on_rest, .. } => vec![(on_rest.as_slice(), NestedDispatch::Server)],
7074 Verb::BeginStealth { on_caught, .. } => {
7075 vec![(on_caught.as_slice(), NestedDispatch::Player)]
7076 }
7077 Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
7078 vec![(on_arrive.as_slice(), NestedDispatch::Server)]
7079 }
7080 _ => Vec::new(),
7081 }
7082 }
7083
7084 /// Whether this effect addresses players at all — [`Verb::addresses_players`].
7085 pub fn addresses_players(&self) -> bool {
7086 self.verb.addresses_players()
7087 }
7088 /// The gate anchor if this is `open-gate`.
7089 pub fn open_gate_anchor(&self) -> Option<&AnchorId> {
7090 match &self.verb {
7091 Verb::OpenGate { anchor, .. } => Some(anchor),
7092 _ => None,
7093 }
7094 }
7095
7096 /// The gate anchor if this is `close-gate` (DSL v0.6).
7097 pub fn close_gate_anchor(&self) -> Option<&AnchorId> {
7098 match &self.verb {
7099 Verb::CloseGate { anchor, .. } => Some(anchor),
7100 _ => None,
7101 }
7102 }
7103
7104 /// The authored `sealed_hint` if this is a `close-gate` that declares one (DSL
7105 /// v0.8). `None` for every other effect **and** for a `close-gate` that takes
7106 /// the compiler's canonical English seal line.
7107 pub fn close_gate_sealed_hint(&self) -> Option<&str> {
7108 match &self.verb {
7109 Verb::CloseGate { sealed_hint, .. } => sealed_hint.as_deref(),
7110 _ => None,
7111 }
7112 }
7113
7114 /// The wave id if this is `spawn-wave` (v0.3).
7115 pub fn spawn_wave(&self) -> Option<&WaveId> {
7116 match &self.verb {
7117 Verb::SpawnWave { wave, .. } => Some(wave),
7118 _ => None,
7119 }
7120 }
7121
7122 /// The flag id if this is `set-flag` (v0.3).
7123 pub fn set_flag(&self) -> Option<&FlagId> {
7124 match &self.verb {
7125 Verb::SetFlag { flag, .. } => Some(flag),
7126 _ => None,
7127 }
7128 }
7129
7130 /// The item id if this is `give-item` (v0.3).
7131 pub fn give_item(&self) -> Option<&str> {
7132 match &self.verb {
7133 Verb::GiveItem { item, .. } => Some(item),
7134 _ => None,
7135 }
7136 }
7137
7138 /// `true` if this is a `give-item` carrying a v0.4 display `name`.
7139 pub fn give_item_named(&self) -> bool {
7140 matches!(self.verb, Verb::GiveItem { name: Some(_), .. })
7141 }
7142
7143 /// The declared `carrier` if this is a `give-item` that states one (v0.6,
7144 /// spec-0018). `None` for any other effect **and** for a `give-item` that
7145 /// leaves it absent — absent reads as [`Carrier::All`], and the distinction
7146 /// matters only for the pre-0.6 reserved-field gate.
7147 pub fn give_carrier(&self) -> Option<Carrier> {
7148 match &self.verb {
7149 Verb::GiveItem { carrier, .. } => *carrier,
7150 _ => None,
7151 }
7152 }
7153
7154 /// Does this `give-item` hand a single copy to the acting player (v0.6,
7155 /// spec-0018)? `false` for every other effect and for the party-wide default.
7156 pub fn gives_to_one(&self) -> bool {
7157 matches!(self.give_carrier(), Some(Carrier::One))
7158 }
7159
7160 /// The `set-block` block id if this is a v0.4 `set-block` effect.
7161 pub fn set_block(&self) -> Option<(&AnchorId, &str)> {
7162 match &self.verb {
7163 Verb::SetBlock { anchor, block, .. } => Some((anchor, block.as_str())),
7164 _ => None,
7165 }
7166 }
7167
7168 /// The NPC id if this is a v0.4 `despawn-npc` effect.
7169 pub fn despawn_npc(&self) -> Option<&NpcId> {
7170 match &self.verb {
7171 Verb::DespawnNpc { npc, .. } => Some(npc),
7172 _ => None,
7173 }
7174 }
7175
7176 /// `(npc, to)` if this is a v0.4 `move-npc` effect.
7177 pub fn move_npc(&self) -> Option<(&NpcId, &Mark)> {
7178 match &self.verb {
7179 Verb::MoveNpc { npc, to, .. } => Some((npc, to)),
7180 _ => None,
7181 }
7182 }
7183
7184 /// The v0.3 effect name if this effect is one introduced in DSL v0.3
7185 /// (`give-item`/`set-flag`/`spawn-wave`). These validate in v0.3 campaigns
7186 ///.
7187 pub fn v03_effect(&self) -> Option<&'static str> {
7188 match &self.verb {
7189 Verb::GiveItem { .. } => Some("give-item"),
7190 Verb::SetFlag { .. } => Some("set-flag"),
7191 Verb::SpawnWave { .. } => Some("spawn-wave"),
7192 Verb::OpenGate { .. }
7193 | Verb::CloseGate { .. }
7194 | Verb::CampaignComplete { .. } => None,
7195 // v0.4 effects report via `v04_effect`; v0.5 via `v05_effect`; they
7196 // are not v0.3 verbs.
7197 Verb::Narrate { .. }
7198 | Verb::SetBlock { .. }
7199 | Verb::DespawnNpc { .. }
7200 | Verb::MoveNpc { .. }
7201 | Verb::Cutscene { .. }
7202 | Verb::SetTime { .. }
7203 | Verb::SetWeather { .. }
7204 | Verb::PlaySound { .. }
7205 | Verb::DamagePlayers { .. }
7206 | Verb::SetCheckpoint { .. }
7207 | Verb::Bonfire { .. }
7208 | Verb::BeginStealth { .. }
7209 | Verb::EndStealth
7210 | Verb::SpawnActor { .. }
7211 | Verb::DespawnActor { .. }
7212 | Verb::MoveActor { .. }
7213 | Verb::UnleashActor { .. }
7214 | Verb::SpawnNpc { .. }
7215 | Verb::Sequence { .. }
7216 // spec-0022 trap-payload verbs are v0.6 — they report via `v06_effect`.
7217 | Verb::Volley { .. }
7218 | Verb::Collapse { .. }
7219 // spec-0031's state verbs, region writes, status effects and teleport,
7220 // and spec-0032's `drop-stake`, are all v0.10 — they report via
7221 // `v10_effect`.
7222 | Verb::SetState { .. }
7223 | Verb::AddState { .. }
7224 | Verb::ClearState { .. }
7225 | Verb::FillRegion { .. }
7226 | Verb::ClearRegion { .. }
7227 | Verb::SetAtmosphere { .. }
7228 // spec-0042's `open-way` is v0.12 — it reports via `v12_effect`.
7229 | Verb::OpenWay { .. }
7230 | Verb::GiveEffect { .. }
7231 | Verb::ClearEffect { .. }
7232 | Verb::Teleport { .. }
7233 // spec-0068's `firework` is v0.29.
7234 | Verb::Firework { .. }
7235 // spec-0082's assembly verbs.
7236 | Verb::SpawnAssembly { .. }
7237 | Verb::DespawnAssembly { .. }
7238 | Verb::PlayClip { .. }
7239 // spec-0085's `particle`.
7240 | Verb::Particle { .. }
7241 | Verb::DropStake { .. } => None,
7242 }
7243 }
7244
7245 /// The v0.4 effect name if this effect is one introduced in DSL v0.4
7246 /// (`narrate`/`set-block`/`despawn-npc`/`move-npc`/`cutscene`). These validate
7247 /// in v0.4 campaigns.
7248 pub fn v04_effect(&self) -> Option<&'static str> {
7249 match &self.verb {
7250 Verb::Narrate { .. } => Some("narrate"),
7251 Verb::SetBlock { .. } => Some("set-block"),
7252 Verb::DespawnNpc { .. } => Some("despawn-npc"),
7253 Verb::MoveNpc { .. } => Some("move-npc"),
7254 Verb::Cutscene { .. } => Some("cutscene"),
7255 _ => None,
7256 }
7257 }
7258
7259 /// The v0.5 effect name if this effect is one introduced in DSL v0.5
7260 /// (`set-time`/`set-weather`, spec-0010).
7261 pub fn v05_effect(&self) -> Option<&'static str> {
7262 match &self.verb {
7263 Verb::SetTime { .. } => Some("set-time"),
7264 Verb::SetWeather { .. } => Some("set-weather"),
7265 _ => None,
7266 }
7267 }
7268
7269 /// The v0.6 effect name if this effect is one introduced in DSL v0.6
7270 /// (`set-checkpoint`, spec-0012; `begin-stealth`/`end-stealth`, spec-0014;
7271 /// `play-sound`, spec-0014; the scripted-actor staging verbs
7272 /// `spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`/`sequence`,
7273 /// spec-0014). These validate in v0.6 campaigns
7274 /// earlier. (The `narrate` `art` style is a v0.6 addition to an existing verb
7275 /// — see [`QuestEffect::narrate_art`] — not a new effect.)
7276 pub fn v06_effect(&self) -> Option<&'static str> {
7277 match &self.verb {
7278 Verb::CloseGate { .. } => Some("close-gate"),
7279 Verb::SetCheckpoint { .. } => Some("set-checkpoint"),
7280 Verb::Bonfire { .. } => Some("bonfire"),
7281 Verb::BeginStealth { .. } => Some("begin-stealth"),
7282 Verb::EndStealth => Some("end-stealth"),
7283 Verb::PlaySound { .. } => Some("play-sound"),
7284 Verb::DamagePlayers { .. } => Some("damage-players"),
7285 Verb::SpawnActor { .. } => Some("spawn-actor"),
7286 Verb::DespawnActor { .. } => Some("despawn-actor"),
7287 Verb::MoveActor { .. } => Some("move-actor"),
7288 Verb::UnleashActor { .. } => Some("unleash-actor"),
7289 Verb::Sequence { .. } => Some("sequence"),
7290 Verb::SpawnNpc { .. } => Some("spawn-npc"),
7291 // spec-0022 trap-payload verbs — v0.6 surface, reserved earlier.
7292 Verb::Volley { .. } => Some("volley"),
7293 Verb::Collapse { .. } => Some("collapse"),
7294 _ => None,
7295 }
7296 }
7297
7298 /// The v0.10 effect name if this effect is one introduced in DSL v0.10
7299 /// (`set-state`/`add-state`/`clear-state` and the region writes
7300 /// `fill-region`/`clear-region`, spec-0031). These validate in v0.10
7301 /// campaigns.
7302 pub fn v10_effect(&self) -> Option<&'static str> {
7303 match &self.verb {
7304 Verb::SetState { .. } => Some("set-state"),
7305 Verb::AddState { .. } => Some("add-state"),
7306 Verb::ClearState { .. } => Some("clear-state"),
7307 Verb::FillRegion { .. } => Some("fill-region"),
7308 Verb::ClearRegion { .. } => Some("clear-region"),
7309 Verb::GiveEffect { .. } => Some("give-effect"),
7310 Verb::ClearEffect { .. } => Some("clear-effect"),
7311 Verb::Teleport { .. } => Some("teleport"),
7312 Verb::DropStake { .. } => Some("drop-stake"),
7313 _ => None,
7314 }
7315 }
7316
7317 /// The v0.12 effect name if this effect is one introduced in DSL v0.12
7318 /// (`open-way`, spec-0042).
7319 pub fn v12_effect(&self) -> Option<&'static str> {
7320 match &self.verb {
7321 Verb::OpenWay { .. } => Some("open-way"),
7322 _ => None,
7323 }
7324 }
7325
7326 /// **The way this effect opens** (DSL v0.12, spec-0042): the placed piece and
7327 /// the name of one way that piece's spatial contract exports.
7328 ///
7329 /// The third spelling of the one region write, beside
7330 /// [`QuestEffect::region_write`] (the author's own box) and
7331 /// [`QuestEffect::gate_region_write`] (a gate anchor's box). It answers with a
7332 /// *reference* and never with geometry, because the geometry is not the
7333 /// campaign's to state: the cells, the block and the direction all live in the
7334 /// piece's metadata, and the compiler resolves them there
7335 /// (`compiler::ways`). A region-shaped accessor here would be the second
7336 /// authority this surface exists to avoid.
7337 pub fn way_write(&self) -> Option<(&PrefabId, &str)> {
7338 match &self.verb {
7339 Verb::OpenWay { piece, way, .. } => Some((piece, way.as_str())),
7340 _ => None,
7341 }
7342 }
7343
7344 /// **The one region write**, whichever verb spelled it (DSL v0.10,
7345 /// spec-0031): the box to write and the block to write it with — `None` for
7346 /// the block meaning *clear to air*.
7347 ///
7348 /// This is the accessor the capability belongs to. It answers for
7349 /// `fill-region` / `clear-region`, which name their own box; `open-gate` /
7350 /// `close-gate` are the same operation over a box a prefab gate anchor
7351 /// declares, so they answer through
7352 /// [`QuestEffect::gate_region_write`](Self::gate_region_write) — the anchor
7353 /// is theirs, the *operation* is shared.
7354 pub fn region_write(&self) -> Option<(&StealthZone, Option<&str>)> {
7355 match &self.verb {
7356 Verb::FillRegion { region, block, .. } => Some((region, Some(block.as_str()))),
7357 Verb::ClearRegion { region, .. } => Some((region, None)),
7358 _ => None,
7359 }
7360 }
7361
7362 /// The gate anchor this effect writes, and whether the write **fills** it:
7363 /// `Some((anchor, true))` for `close-gate`, `Some((anchor, false))` for
7364 /// `open-gate`, `None` for everything else.
7365 ///
7366 /// The gate half of [`QuestEffect::region_write`]: same operation, but the box
7367 /// and the fill block come from the prefab's gate anchor rather than from the
7368 /// author. Everything that reasons about runtime region writes reads both
7369 /// accessors and nothing else.
7370 pub fn gate_region_write(&self) -> Option<(&AnchorId, bool)> {
7371 match &self.verb {
7372 Verb::CloseGate { anchor, .. } => Some((anchor, true)),
7373 Verb::OpenGate { anchor, .. } => Some((anchor, false)),
7374 _ => None,
7375 }
7376 }
7377
7378 /// `(projectile, from_anchor, kill_zone, salvos, interval)` if this is a
7379 /// `volley` (spec-0022), with the documented defaults already applied.
7380 pub fn volley(&self) -> Option<(&str, &AnchorId, &StealthZone, u32, u32)> {
7381 match &self.verb {
7382 Verb::Volley {
7383 projectile,
7384 from_anchor,
7385 kill_zone,
7386 salvos,
7387 interval,
7388 ..
7389 } => Some((
7390 projectile.as_deref().unwrap_or(DEFAULT_VOLLEY_PROJECTILE),
7391 from_anchor,
7392 kill_zone,
7393 salvos.unwrap_or(DEFAULT_VOLLEY_SALVOS),
7394 interval.unwrap_or(DEFAULT_VOLLEY_INTERVAL),
7395 )),
7396 _ => None,
7397 }
7398 }
7399
7400 /// `(region_anchor, falling_block, then_floor)` if this is a `collapse`
7401 /// (spec-0022), with the documented default already applied.
7402 pub fn collapse(&self) -> Option<(&StealthZone, &str, Option<&str>)> {
7403 match &self.verb {
7404 Verb::Collapse {
7405 region_anchor,
7406 falling_block,
7407 then_floor,
7408 ..
7409 } => Some((
7410 region_anchor,
7411 falling_block
7412 .as_deref()
7413 .unwrap_or(DEFAULT_COLLAPSE_FALLING_BLOCK),
7414 then_floor.as_deref(),
7415 )),
7416 _ => None,
7417 }
7418 }
7419
7420 /// The NPC id if this is a v0.6 `spawn-npc` effect (the dual of
7421 /// [`QuestEffect::despawn_npc`]).
7422 pub fn spawn_npc(&self) -> Option<&NpcId> {
7423 match &self.verb {
7424 Verb::SpawnNpc { npc, .. } => Some(npc),
7425 _ => None,
7426 }
7427 }
7428
7429 /// **The body this effect puts into the world**, by id, for every body class
7430 /// alike ([`BodyRef`]).
7431 ///
7432 /// `spawn-npc` and `spawn-actor` are the two, and they are answered in one
7433 /// place so a rule about a body's lifetime quantifies over bodies rather
7434 /// than over the verb that first needed it. A body's OTHER entry — standing
7435 /// on its mark from world init — is not an effect at all and is
7436 /// [`BodyRef::at_world_init`].
7437 ///
7438 /// `unleash-actor` is deliberately not an entry: it puts no new body on the
7439 /// mark, it replaces the one already standing there (see [`Self::body_exit`]).
7440 pub fn body_entry(&self) -> Option<&str> {
7441 match &self.verb {
7442 Verb::SpawnNpc { npc, .. } => Some(npc.as_str()),
7443 Verb::SpawnActor { actor, .. } => Some(actor.as_str()),
7444 _ => None,
7445 }
7446 }
7447
7448 /// **The body this effect takes out of the world**, by id, for every body
7449 /// class alike.
7450 ///
7451 /// `despawn-npc` and `despawn-actor` remove the body outright.
7452 /// `unleash-actor` is the third: it kills the staged puppet and stands a
7453 /// real-AI twin in its place, and from that moment the compiler makes no
7454 /// claim about where that body is or whether it is still alive — the twin
7455 /// walks, fights and dies under vanilla AI. Answering all three here is what
7456 /// keeps "can this body still be standing?" from being decided one verb at a
7457 /// time.
7458 ///
7459 /// Deliberately NOT an exit: `move-npc` / `move-actor`. A walked body is
7460 /// still in the world, and its declared mark is still the cell the engine
7461 /// summoned it onto — a mark two live bodies share is shared whether or not
7462 /// one of them has since walked off it.
7463 pub fn body_exit(&self) -> Option<&str> {
7464 match &self.verb {
7465 Verb::DespawnNpc { npc, .. } => Some(npc.as_str()),
7466 Verb::DespawnActor { actor, .. } | Verb::UnleashActor { actor, .. } => {
7467 Some(actor.as_str())
7468 }
7469 _ => None,
7470 }
7471 }
7472
7473 /// `(anchor, on_respawn)` if this is a v0.6 `set-checkpoint` effect.
7474 pub fn set_checkpoint(&self) -> Option<(&AnchorId, &[QuestEffect])> {
7475 match &self.verb {
7476 Verb::SetCheckpoint { anchor, on_respawn } => Some((anchor, on_respawn.as_slice())),
7477 _ => None,
7478 }
7479 }
7480
7481 /// `(anchor, on_rest)` if this is a `bonfire` effect (spec-0016 §1).
7482 pub fn bonfire(&self) -> Option<(&AnchorId, &[QuestEffect])> {
7483 match &self.verb {
7484 Verb::Bonfire {
7485 anchor, on_rest, ..
7486 } => Some((anchor, on_rest.as_slice())),
7487 _ => None,
7488 }
7489 }
7490
7491 /// The bonfire's authored rest-dialog strings, each `None` when unauthored
7492 /// (the compiler then bakes its canonical English). `None` for every other
7493 /// effect (spec-0016 §1).
7494 pub fn bonfire_labels(&self) -> Option<BonfireLabels<'_>> {
7495 match &self.verb {
7496 Verb::Bonfire {
7497 prompt,
7498 rest_label,
7499 save_label,
7500 rest_tooltip,
7501 save_tooltip,
7502 ..
7503 } => Some(BonfireLabels {
7504 prompt: prompt.as_deref(),
7505 rest_label: rest_label.as_deref(),
7506 save_label: save_label.as_deref(),
7507 rest_tooltip: rest_tooltip.as_deref(),
7508 save_tooltip: save_tooltip.as_deref(),
7509 }),
7510 _ => None,
7511 }
7512 }
7513
7514 /// The `within` filter zone if this is a v0.6 `damage-players` effect that
7515 /// declares one (the `in` spatial scope). `None` for an unscoped
7516 /// `damage-players` and for every other effect.
7517 pub fn damage_within(&self) -> Option<&StealthZone> {
7518 match &self.verb {
7519 Verb::DamagePlayers { .. } => self.within.as_ref(),
7520 _ => None,
7521 }
7522 }
7523
7524 /// `(zones, on_caught, grace_ticks)` if this is a v0.6 `begin-stealth` effect.
7525 pub fn begin_stealth(&self) -> Option<(&[StealthZone], &[QuestEffect], u32)> {
7526 match &self.verb {
7527 Verb::BeginStealth {
7528 zones,
7529 on_caught,
7530 grace_ticks,
7531 } => Some((zones.as_slice(), on_caught.as_slice(), *grace_ticks)),
7532 _ => None,
7533 }
7534 }
7535
7536 /// The target time if this is a v0.5 `set-time` effect.
7537 pub fn set_time(&self) -> Option<WorldTime> {
7538 match &self.verb {
7539 Verb::SetTime { time, .. } => Some(*time),
7540 _ => None,
7541 }
7542 }
7543
7544 /// The target weather if this is a v0.5 `set-weather` effect.
7545 pub fn set_weather(&self) -> Option<WorldWeather> {
7546 match &self.verb {
7547 Verb::SetWeather { weather, .. } => Some(*weather),
7548 _ => None,
7549 }
7550 }
7551
7552 /// The effect lists nested one level inside this effect (DSL v0.6): a
7553 /// `sequence`'s per-step effects (in step order), a `set-checkpoint`'s
7554 /// `on_respawn`, a `begin-stealth`'s `on_caught`, and a `move-actor`'s /
7555 /// `move-npc`'s `on_arrive`. Empty for a leaf effect.
7556 ///
7557 /// This is the **single authority** on effect nesting. Every deep traversal —
7558 /// the flag/wave producer scans, the checkpoint/stealth collector, the l10n
7559 /// string inventory, and emission — walks the tree through it (see
7560 /// [`Self::visit_deep`]), so a new nesting site is picked up everywhere at
7561 /// once and no walker can silently miss a list (the class of bug where a
7562 /// `set-flag`/`set-checkpoint` nested in a `sequence` was skipped).
7563 pub fn nested_effect_lists(&self) -> Vec<&[QuestEffect]> {
7564 match &self.verb {
7565 Verb::Sequence { steps } => steps.iter().map(|s| s.effects.as_slice()).collect(),
7566 Verb::SetCheckpoint { on_respawn, .. } => vec![on_respawn.as_slice()],
7567 Verb::Bonfire { on_rest, .. } => vec![on_rest.as_slice()],
7568 Verb::BeginStealth { on_caught, .. } => vec![on_caught.as_slice()],
7569 Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
7570 vec![on_arrive.as_slice()]
7571 }
7572 _ => Vec::new(),
7573 }
7574 }
7575
7576 /// Visit `self` and every transitively nested effect (depth-first, pre-order),
7577 /// descending through [`Self::nested_effect_lists`].
7578 pub fn visit_deep<'a>(&'a self, f: &mut dyn FnMut(&'a QuestEffect)) {
7579 f(self);
7580 for list in self.nested_effect_lists() {
7581 for e in list {
7582 e.visit_deep(f);
7583 }
7584 }
7585 }
7586
7587 /// Each nested effect list ([`Self::nested_effect_lists`]) paired with the
7588 /// **stable key segment** used to derive child l10n keys / diagnostic paths, and
7589 /// exposed mutably so the localization pass can rewrite nested player-visible
7590 /// strings in place. Segments: `seq.<step>` for each sequence step (step index),
7591 /// `respawn` for `set-checkpoint.on_respawn`, `caught` for
7592 /// `begin-stealth.on_caught`, `arrive` for `move-actor.on_arrive`. Kept in
7593 /// lockstep with `nested_effect_lists` (same lists, same order) — the position-
7594 /// derived segments make every derived key deterministic and stable across
7595 /// builds (ADR-0006 byte-identity).
7596 pub fn nested_effect_lists_keyed_mut(&mut self) -> Vec<(String, &mut [QuestEffect])> {
7597 match &mut self.verb {
7598 Verb::Sequence { steps } => steps
7599 .iter_mut()
7600 .enumerate()
7601 .map(|(s, st)| (format!("seq.{s}"), st.effects.as_mut_slice()))
7602 .collect(),
7603 Verb::SetCheckpoint { on_respawn, .. } => {
7604 vec![("respawn".to_string(), on_respawn.as_mut_slice())]
7605 }
7606 Verb::Bonfire { on_rest, .. } => {
7607 vec![("rest".to_string(), on_rest.as_mut_slice())]
7608 }
7609 Verb::BeginStealth { on_caught, .. } => {
7610 vec![("caught".to_string(), on_caught.as_mut_slice())]
7611 }
7612 Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
7613 vec![("arrive".to_string(), on_arrive.as_mut_slice())]
7614 }
7615 _ => Vec::new(),
7616 }
7617 }
7618
7619 /// Immutable sibling of [`Self::nested_effect_lists_keyed_mut`] that additionally
7620 /// exposes the **JSON-pointer path segment** for each nested list, so a deep
7621 /// consumer scan (sound/art/give/wave refs) can report a precise diagnostic path
7622 /// *and* the matching l10n key. Each entry is `(path_seg, key_seg, list)`; the
7623 /// caller appends the per-effect index — `/{j}` to the path, `.{j}` to the key.
7624 /// Kept in lockstep with `nested_effect_lists` / `nested_effect_lists_keyed_mut`
7625 /// (same lists, same order): the l10n key segments match
7626 /// `nested_effect_lists_keyed_mut` exactly (`seq.<step>`/`respawn`/`caught`/
7627 /// `arrive`), and the path segments name the real fields
7628 /// (`steps/<step>/effects`, `on_respawn`, `on_caught`, `on_arrive`).
7629 pub fn nested_effect_lists_labeled(&self) -> Vec<(String, String, &[QuestEffect])> {
7630 match &self.verb {
7631 Verb::Sequence { steps } => steps
7632 .iter()
7633 .enumerate()
7634 .map(|(s, st)| {
7635 (
7636 format!("steps/{s}/effects"),
7637 format!("seq.{s}"),
7638 st.effects.as_slice(),
7639 )
7640 })
7641 .collect(),
7642 Verb::SetCheckpoint { on_respawn, .. } => vec![(
7643 "on_respawn".to_string(),
7644 "respawn".to_string(),
7645 on_respawn.as_slice(),
7646 )],
7647 Verb::Bonfire { on_rest, .. } => vec![(
7648 "on_rest".to_string(),
7649 "rest".to_string(),
7650 on_rest.as_slice(),
7651 )],
7652 Verb::BeginStealth { on_caught, .. } => vec![(
7653 "on_caught".to_string(),
7654 "caught".to_string(),
7655 on_caught.as_slice(),
7656 )],
7657 Verb::MoveActor { on_arrive, .. } | Verb::MoveNpc { on_arrive, .. } => {
7658 vec![(
7659 "on_arrive".to_string(),
7660 "arrive".to_string(),
7661 on_arrive.as_slice(),
7662 )]
7663 }
7664 _ => Vec::new(),
7665 }
7666 }
7667
7668 /// Every world anchor this effect names **at this node** — the single
7669 /// authority on the anchor-bearing effect surface, the referential sibling of
7670 /// [`Self::nested_effect_lists`]. Each entry is `(json_path_suffix, anchor)`,
7671 /// where the suffix is appended to the effect's own JSON pointer
7672 /// (`anchor`, `to/anchor`, `in/anchor`, `zones/<i>/anchor`, `at/anchor`,
7673 /// `shots/<i>/path/<j>/anchor`, …).
7674 ///
7675 /// Not recursive: pair it with [`Self::visit_deep`] to sweep a whole effect
7676 /// tree. Every consumer that must resolve an anchor — the DSL's `DW0142`
7677 /// reference scan, the compiler's build-time resolution seal (`DW0360`) —
7678 /// goes through here, so a new anchor-bearing variant (or a new anchor field
7679 /// on an existing one) is picked up by all of them at once. That closes the
7680 /// silent-drop class of bug: an anchor-bearing effect whose anchor is typo'd
7681 /// used to emit *nothing* (the emitter's `for … if name == anchor` loop simply
7682 /// found no match) while every shallow validator looked straight past it.
7683 ///
7684 /// # The third element is the SHAPE the site demands
7685 ///
7686 /// A reference is not only a name: `close-gate` fills and clears a region and
7687 /// `bonfire` seats a body, and until spec-0052 those two sat in one match arm
7688 /// with nothing recording the difference. The demand rides with the reference
7689 /// so that a new anchor-bearing variant cannot be added without stating what
7690 /// it does with the anchor — the same reason this is one authority and not
7691 /// three walks.
7692 ///
7693 /// **A demand is stated only where the shape is structurally required**, and
7694 /// the line is drawn where this engine's own `DW0845` already draws it — *a
7695 /// region is not a place to stand*:
7696 ///
7697 /// * [`StationKind::Gate`] where the verb cannot function without a region
7698 /// that seals and clears: the two gate verbs. A point is not a gate, and
7699 /// `gate_region_block_any` finds nothing for one.
7700 /// * [`StationKind::Point`] where a **body is put**: a checkpoint seat, a
7701 /// bonfire, a `move-npc`/`move-actor` destination, a `teleport`
7702 /// destination. A body cannot stand inside bars.
7703 /// * `None` wherever a reference merely names a **location** — every
7704 /// anchor-centred volume's centre, every camera field, a `set-block`, a
7705 /// `play-sound`. A gate region's own corner is a perfectly good answer
7706 /// there, and refusing it would refuse correct content.
7707 ///
7708 /// That last case is not a gap left for later. An earlier draft of this rule
7709 /// demanded a point at every non-gate site, and the gallery refused to
7710 /// compile: `trigger/east-door-wrong-side` is a `use` trigger sitting on the
7711 /// very `anchor/seam-…` of a barred door so that it can say "the east door
7712 /// does not open from this side". A check that resolves against a smaller
7713 /// world than the campaign has refuses CONTENT, which is the lesson `DW0343`
7714 /// carries three files away.
7715 pub fn anchor_refs(&self) -> Vec<(String, &AnchorId, Option<StationKind>)> {
7716 // The envelope's `in` box (spec-0085 §3.2) is one capability of every
7717 // player-facing verb, so it registers once, here, before the verb's own.
7718 let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = Vec::new();
7719 if let Some(zone) = &self.within {
7720 out.push(("in/anchor".to_string(), &zone.anchor, None));
7721 }
7722 out.extend(self.verb_anchor_refs());
7723 out
7724 }
7725
7726 /// The anchors the VERB names at this node — [`Self::anchor_refs`] without the
7727 /// envelope.
7728 fn verb_anchor_refs(&self) -> Vec<(String, &AnchorId, Option<StationKind>)> {
7729 // Every camera field is a point: a shot flies through cells and looks at
7730 // one.
7731 /// `(suffix, anchor, kind)` for a shot's own anchor-bearing fields, under `base`.
7732 fn shot_refs<'a>(
7733 base: &str,
7734 shot: &'a CameraShot,
7735 ) -> Vec<(String, &'a AnchorId, Option<StationKind>)> {
7736 let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shot
7737 .path
7738 .iter()
7739 .enumerate()
7740 .map(|(j, w)| (format!("{base}path/{j}/anchor"), &w.anchor, None))
7741 .collect();
7742 if let Some(t) = &shot.look_at {
7743 out.push((format!("{base}look_at/anchor"), &t.anchor, None));
7744 }
7745 for (field, subject) in [("subject", &shot.subject), ("subject_b", &shot.subject_b)] {
7746 if let Some(CameraSubject::Anchor(s)) = subject {
7747 out.push((format!("{base}{field}/anchor"), &s.anchor, None));
7748 }
7749 }
7750 out
7751 }
7752 match &self.verb {
7753 // The two gate verbs address a REGION that seals and clears; the
7754 // three below them seat or write at a cell. They shared an arm until
7755 // the demand had somewhere to be written down.
7756 Verb::OpenGate { anchor, .. } | Verb::CloseGate { anchor, .. } => {
7757 vec![("anchor".to_string(), anchor, Some(StationKind::Gate))]
7758 }
7759 // A checkpoint and a bonfire are **respawn seats** — a body is put
7760 // there, so a region is not one. `set-block` writes a block at a
7761 // cell, which names a location and seats nothing.
7762 Verb::SetCheckpoint { anchor, .. } | Verb::Bonfire { anchor, .. } => {
7763 vec![("anchor".to_string(), anchor, Some(StationKind::Point))]
7764 }
7765 Verb::SetBlock { anchor, .. } => {
7766 vec![("anchor".to_string(), anchor, None)]
7767 }
7768 Verb::MoveNpc { to, .. } | Verb::MoveActor { to, .. } => {
7769 vec![(
7770 "to/anchor".to_string(),
7771 &to.anchor,
7772 Some(StationKind::Point),
7773 )]
7774 }
7775 // Both of a `teleport`'s anchors are load-bearing — the source volume
7776 // decides WHAT moves and the destination decides WHERE — so a typo in
7777 // either is a dangling reference (`DW0142`), never a silently
7778 // zero-cell volume or a dropped command.
7779 Verb::Teleport { from, to, .. } => vec![
7780 ("from/anchor".to_string(), &from.anchor, None),
7781 (
7782 "to/anchor".to_string(),
7783 &to.anchor,
7784 Some(StationKind::Point),
7785 ),
7786 ],
7787 Verb::BeginStealth { zones, .. } => zones
7788 .iter()
7789 .enumerate()
7790 .map(|(i, z)| (format!("zones/{i}/anchor"), &z.anchor, None))
7791 .collect(),
7792 Verb::PlaySound {
7793 at: Some(SoundAt::Anchor { anchor, .. }),
7794 ..
7795 } => vec![("at/anchor".to_string(), anchor, None)],
7796 // A firework is launched from a point and seats nothing, so it names
7797 // a location in the same shape `play-sound` does.
7798 Verb::Firework { at, .. } => vec![("at/anchor".to_string(), &at.anchor, None)],
7799 // A particle at a mark names a location the same way; at `players`
7800 // it names none.
7801 Verb::Particle {
7802 at: ParticleAt::Mark(m),
7803 ..
7804 } => vec![("at/anchor".to_string(), &m.anchor, None)],
7805 // spec-0022 trap-payload verbs. Both anchors of a `volley` are
7806 // load-bearing for the coverage proof, so both register here — a
7807 // typo'd `kill_zone` must be a dangling-reference error, never a
7808 // silently zero-cell (and therefore vacuously "covered") volley.
7809 Verb::Volley {
7810 from_anchor,
7811 kill_zone,
7812 ..
7813 } => vec![
7814 ("from_anchor".to_string(), from_anchor, None),
7815 ("kill_zone/anchor".to_string(), &kill_zone.anchor, None),
7816 ],
7817 Verb::Collapse { region_anchor, .. } => {
7818 vec![(
7819 "region_anchor/anchor".to_string(),
7820 ®ion_anchor.anchor,
7821 None,
7822 )]
7823 }
7824 // The v0.10 region writes: the box's anchor is load-bearing for both
7825 // the emission and the completability model, so a typo'd one must be a
7826 // dangling-reference error (`DW0142`/`DW0360`), never a silently
7827 // unwritten — and therefore vacuously proven — region.
7828 Verb::FillRegion { region, .. } | Verb::ClearRegion { region, .. } => {
7829 vec![("region/anchor".to_string(), ®ion.anchor, None)]
7830 }
7831 // A repaint's box centre names a location, exactly as a region
7832 // write's does.
7833 Verb::SetAtmosphere {
7834 region: Some(region),
7835 ..
7836 } => vec![("region/anchor".to_string(), ®ion.anchor, None)],
7837 // Both cutscene spellings (`DW0199` polices mixing them): the v0.6
7838 // multi-shot list, or the v0.4 single-shot fields flattened at the
7839 // effect's own level.
7840 Verb::Cutscene {
7841 shots,
7842 path,
7843 look_at,
7844 ..
7845 } => {
7846 let mut out: Vec<(String, &AnchorId, Option<StationKind>)> = shots
7847 .iter()
7848 .enumerate()
7849 .flat_map(|(i, s)| shot_refs(&format!("shots/{i}/"), s))
7850 .collect();
7851 out.extend(
7852 path.iter()
7853 .enumerate()
7854 .map(|(j, w)| (format!("path/{j}/anchor"), &w.anchor, None)),
7855 );
7856 if let Some(t) = look_at {
7857 out.push(("look_at/anchor".to_string(), &t.anchor, None));
7858 }
7859 out
7860 }
7861 _ => Vec::new(),
7862 }
7863 }
7864
7865 /// **Every object of a subject kind this effect names at this node** — the
7866 /// `npc/`, `actor/`, `wave/` and `anchor/` ids [`Happening::subject`] may
7867 /// name, in a fixed order, deduplicated (spec-0071 §3).
7868 ///
7869 /// The bodies come from [`Self::body_entry`] / [`Self::body_exit`] and the
7870 /// move verbs; the anchors come from [`Self::anchor_refs`], the single
7871 /// authority on the anchor-bearing surface, so a verb that gains an anchor
7872 /// gains it here too. Not recursive: a `sequence`'s steps each answer for
7873 /// themselves.
7874 ///
7875 /// This is a question about the **object class** a beat can be about, not
7876 /// about a list of verbs somebody maintains — which is why `unleash-actor`
7877 /// (one actor), `set-block` (one anchor) and `fill-region` (one anchor)
7878 /// answer it without being named anywhere, and why `move-actor` (an actor
7879 /// AND a destination anchor) and `teleport` (two anchors) answer with two.
7880 pub fn subject_objects(&self) -> Vec<&str> {
7881 fn add<'a>(id: &'a str, out: &mut Vec<&'a str>) {
7882 if !out.contains(&id) {
7883 out.push(id);
7884 }
7885 }
7886 let mut out: Vec<&str> = Vec::new();
7887 match &self.verb {
7888 Verb::SpawnNpc { npc, .. }
7889 | Verb::DespawnNpc { npc, .. }
7890 | Verb::MoveNpc { npc, .. } => add(npc.as_str(), &mut out),
7891 Verb::SpawnWave { wave, .. } => add(wave.as_str(), &mut out),
7892 _ => {}
7893 }
7894 if let Some(actor) = self.actor_ref() {
7895 add(actor.as_str(), &mut out);
7896 }
7897 for (_, anchor, _) in self.anchor_refs() {
7898 add(anchor.as_str(), &mut out);
7899 }
7900 out
7901 }
7902
7903 /// **What this effect's `happening` is about**: the subject the branch
7904 /// chronicle records and the contradiction proof (`DW0485`) reasons over
7905 /// (spec-0071 §3).
7906 ///
7907 /// A stated [`Happening::subject`] always wins — the caller knows more. An
7908 /// absent one resolves to the effect's own object when it has exactly one
7909 /// ([`Self::subject_objects`]), because the beat that opens a gate is about
7910 /// that gate and the id is otherwise typed twice, two keys apart. An effect
7911 /// with several objects, or none, resolves nothing: naming one of them would
7912 /// be the compiler guessing which.
7913 ///
7914 /// **The one derivation.** The namespace check (`dsl::validate`) and the
7915 /// chronicle writer (`delvec::compiler::branch`) both read the subject
7916 /// through here, so a beat cannot be about one thing for the proof and
7917 /// another for the account a reader is handed.
7918 pub fn happening_subject(&self) -> Option<HappeningSubject<'_>> {
7919 let h = self.happening.as_ref()?;
7920 if let Some(stated) = h.subject.as_deref() {
7921 return Some(HappeningSubject {
7922 id: stated,
7923 derived: false,
7924 });
7925 }
7926 let objects = self.subject_objects();
7927 match objects.as_slice() {
7928 [only] => Some(HappeningSubject {
7929 id: only,
7930 derived: true,
7931 }),
7932 _ => None,
7933 }
7934 }
7935
7936 /// The `cutscene` camera subject if this is a single-shot `cutscene` carrying
7937 /// the v0.6 `look_at` field.
7938 pub fn cutscene_look_at(&self) -> Option<&Mark> {
7939 match &self.verb {
7940 Verb::Cutscene { look_at, .. } => look_at.as_ref(),
7941 _ => None,
7942 }
7943 }
7944
7945 /// `true` if this is a `cutscene` written in the v0.6 multi-shot form
7946 ///.
7947 pub fn cutscene_multi_shot(&self) -> bool {
7948 matches!(&self.verb, Verb::Cutscene { shots, .. } if !shots.is_empty())
7949 }
7950
7951 /// The normalized shot list of a `cutscene`, whichever spelling was used: the
7952 /// v0.6 `shots` list as-is, or the v0.4 `path`/`seconds`/`look_at` fields as a
7953 /// single shot. `None` for a non-cutscene effect; an empty list for a cutscene
7954 /// whose shape is invalid (`DW0199` reports that).
7955 pub fn cutscene_shots(&self) -> Option<Vec<CameraShot>> {
7956 match &self.verb {
7957 Verb::Cutscene {
7958 shots,
7959 path,
7960 seconds,
7961 look_at,
7962 ..
7963 } => {
7964 if !shots.is_empty() {
7965 return Some(shots.clone());
7966 }
7967 match seconds {
7968 Some(secs) => Some(vec![CameraShot {
7969 path: path.clone(),
7970 seconds: Some(*secs),
7971 look_at: look_at.clone(),
7972 shot_style: None,
7973 subject: None,
7974 subject_b: None,
7975 dist: None,
7976 degrees: None,
7977 bearing: None,
7978 }]),
7979 None => Some(Vec::new()),
7980 }
7981 }
7982 _ => None,
7983 }
7984 }
7985
7986 /// `true` if this is a `narrate` carrying the `art` style (glyph-checked
7987 /// `DW0328`).
7988 pub fn narrate_art(&self) -> bool {
7989 matches!(
7990 &self.verb,
7991 Verb::Narrate {
7992 style: Some(NarrateStyle::Art),
7993 ..
7994 }
7995 )
7996 }
7997
7998 /// The `narrate` line's text if this is a `narrate` with the `art` style.
7999 pub fn narrate_art_text(&self) -> Option<&str> {
8000 match &self.verb {
8001 Verb::Narrate {
8002 text,
8003 style: Some(NarrateStyle::Art),
8004 ..
8005 } => Some(text.as_str()),
8006 _ => None,
8007 }
8008 }
8009
8010 /// The `narrate` line's style and text if this is a `narrate` rendered **on
8011 /// screen** — `title`, `subtitle` or `art` — rather than in chat. These are the
8012 /// styles vanilla draws centred and unwrapped, so their rendered width is
8013 /// length-checked against the screen (`DW0330`); `chat` scrolls and wraps, so it
8014 /// is exempt.
8015 pub fn narrate_on_screen(&self) -> Option<(NarrateStyle, &str)> {
8016 match &self.verb {
8017 Verb::Narrate {
8018 text,
8019 style: Some(s),
8020 ..
8021 } if matches!(
8022 s,
8023 NarrateStyle::Title | NarrateStyle::Subtitle | NarrateStyle::Art
8024 ) =>
8025 {
8026 Some((*s, text.as_str()))
8027 }
8028 _ => None,
8029 }
8030 }
8031
8032 /// Every vanilla sound-event id this effect references, for registry
8033 /// validation (`DW0326`): a `play-sound`'s `sound`, and a `narrate`'s optional
8034 /// `sound`. Returns `(subpath, id)` pairs where `subpath` locates the field
8035 /// within the effect (e.g. `sound`).
8036 pub fn sound_refs(&self) -> Vec<(&'static str, &str)> {
8037 match &self.verb {
8038 Verb::PlaySound { sound, .. } => vec![("sound", sound.as_str())],
8039 Verb::Narrate { sound: Some(s), .. } => vec![("sound", s.as_str())],
8040 _ => Vec::new(),
8041 }
8042 }
8043
8044 /// The `play-sound` `at: actor` id, if this effect is a `play-sound`
8045 /// targeting an actor (rejected `DW0335`).
8046 pub fn play_sound_actor(&self) -> Option<&str> {
8047 match &self.verb {
8048 Verb::PlaySound {
8049 at: Some(SoundAt::Actor { actor }),
8050 ..
8051 } => Some(actor.as_str()),
8052 _ => None,
8053 }
8054 }
8055
8056 /// The per-effect flag gate: flags that must ALL be set (per party) for this
8057 /// effect to fire. Empty for an ungated effect. Read off the one [`Guard`], so
8058 /// **every** verb answers it — the staging and souls vocabulary included.
8059 pub fn requires_flags(&self) -> &[FlagId] {
8060 self.when.as_ref().map_or(&[][..], |g| &g.requires_flags)
8061 }
8062
8063 /// The per-effect **negative** flag gate: flags whose being set suppresses this
8064 /// effect — the dual of [`QuestEffect::requires_flags`], on the same guard.
8065 pub fn forbids_flags(&self) -> &[FlagId] {
8066 self.when.as_ref().map_or(&[][..], |g| &g.forbids_flags)
8067 }
8068
8069 /// The numeric gate terms (spec-0031) — the third axis of the same guard, so
8070 /// "which verbs are gatable" has exactly one answer.
8071 pub fn requires_state(&self) -> &[StateCompare] {
8072 self.when.as_ref().map_or(&[][..], |g| &g.requires_state)
8073 }
8074
8075 /// The datum this effect writes and how, if it is one of the DSL v0.10 state
8076 /// verbs (`set-state` / `add-state` / `clear-state`).
8077 pub fn writes_state(&self) -> Option<(&StateId, StateWrite)> {
8078 match &self.verb {
8079 Verb::SetState { state, value, .. } => Some((state, StateWrite::Set(*value))),
8080 Verb::AddState { state, amount, .. } => Some((state, StateWrite::Add(*amount))),
8081 Verb::ClearState { state, .. } => Some((state, StateWrite::Clear)),
8082 _ => None,
8083 }
8084 }
8085
8086 /// The `on_arrive` bundle if this is a `move-npc` carrying one (DSL v0.6;
8087 /// parity with `move-actor`). `None` for a bare `move-npc` and every other
8088 /// effect.
8089 pub fn move_npc_on_arrive(&self) -> Option<&[QuestEffect]> {
8090 match &self.verb {
8091 Verb::MoveNpc { on_arrive, .. } if !on_arrive.is_empty() => Some(on_arrive.as_slice()),
8092 _ => None,
8093 }
8094 }
8095
8096 /// The actor id this effect targets, if it is one of the actor staging effects
8097 /// (`spawn-actor`/`despawn-actor`/`move-actor`/`unleash-actor`). `sequence` has
8098 /// no single actor (its nested effects each carry their own).
8099 pub fn actor_ref(&self) -> Option<&ActorId> {
8100 match &self.verb {
8101 Verb::SpawnActor { actor, .. }
8102 | Verb::DespawnActor { actor, .. }
8103 | Verb::MoveActor { actor, .. }
8104 | Verb::UnleashActor { actor, .. } => Some(actor),
8105 _ => None,
8106 }
8107 }
8108
8109 /// Every vanilla **status-effect** id this effect names, for registry
8110 /// validation (`DW0192`) — the sibling of [`Self::sound_refs`] and the single
8111 /// authority on the status-effect-bearing verb surface. `(subpath, id)`
8112 /// pairs; empty for a `clear-effect` that names none (which clears all).
8113 pub fn status_effect_refs(&self) -> Vec<(&'static str, &str)> {
8114 match &self.verb {
8115 Verb::GiveEffect { effect, .. } => vec![("effect", effect.as_str())],
8116 Verb::ClearEffect {
8117 effect: Some(e), ..
8118 } => vec![("effect", e.as_str())],
8119 _ => Vec::new(),
8120 }
8121 }
8122
8123 /// `(effect, seconds, amplifier, hide_particles, in)` if this is a
8124 /// `give-effect` (DSL v0.10), with the documented defaults already applied.
8125 pub fn give_effect(&self) -> Option<(&str, u32, u32, bool, Option<&StealthZone>)> {
8126 match &self.verb {
8127 Verb::GiveEffect {
8128 effect,
8129 seconds,
8130 amplifier,
8131 hide_particles,
8132 ..
8133 } => Some((
8134 effect.as_str(),
8135 *seconds,
8136 amplifier.unwrap_or(0),
8137 hide_particles.unwrap_or(false),
8138 self.within.as_ref(),
8139 )),
8140 _ => None,
8141 }
8142 }
8143
8144 /// `(effect, in)` if this is a `clear-effect` (DSL v0.10). The effect is
8145 /// `None` for the clear-everything form, exactly as vanilla spells it.
8146 pub fn clear_effect(&self) -> Option<(Option<&str>, Option<&StealthZone>)> {
8147 match &self.verb {
8148 Verb::ClearEffect { effect, .. } => Some((effect.as_deref(), self.within.as_ref())),
8149 _ => None,
8150 }
8151 }
8152
8153 /// `(from, to)` if this is a `teleport` (DSL v0.10): the source volume and
8154 /// the destination mark.
8155 pub fn teleport(&self) -> Option<(&StealthZone, &Mark)> {
8156 match &self.verb {
8157 Verb::Teleport { from, to, .. } => Some((from, to)),
8158 _ => None,
8159 }
8160 }
8161}
8162
8163// ---------------------------------------------------------------------------
8164// Stage 7 — world-edits (the map editor edit script, DSL v0.6, spec-0017)
8165// ---------------------------------------------------------------------------
8166
8167/// Stage 7 payload (optional; DSL v0.6, spec-0017): the map-editor edit script.
8168///
8169/// The artifact of record for L3 world detailing: an ordered list of edit
8170/// batches the compiler replays deterministically **after** world assembly.
8171/// The world files are never truth — same DSL + same edits + same seed →
8172/// byte-identical world (ADR-0006). A campaign without a `world-edits.json`
8173/// builds byte-identically to one from before this stage existed.
8174#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8175#[serde(deny_unknown_fields)]
8176pub struct WorldEditsContent {
8177 /// Ordered edit batches, replayed in order. After every batch the post-edit
8178 /// invariants re-prove (walkability, sealing + relight, boundary safety),
8179 /// so each batch is a valid, snapshot-reviewable world state.
8180 pub batches: Vec<EditBatch>,
8181}
8182
8183/// One edit batch: an ordered group of edit verbs applied to a single area,
8184/// checked and snapshot-rendered as a unit.
8185#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8186#[serde(deny_unknown_fields)]
8187pub struct EditBatch {
8188 /// Batch id (`batch/<kebab>`), unique in the script. Also the batch's
8189 /// snapshot name and seed-stream label — renaming a batch deliberately
8190 /// reseeds its noise.
8191 pub id: EditBatchId,
8192 /// The stage-1 area this batch edits. Frames and regions resolve against
8193 /// this area's placed pieces and anchors.
8194 pub area: AreaId,
8195 /// Authoring context (why this batch exists). Machine-ignored; **excluded**
8196 /// from l10n like `theme`/`premise`.
8197 #[serde(default, skip_serializing_if = "Option::is_none")]
8198 pub note: Option<String>,
8199 /// Ordered edit verbs. `select` defines named regions; later verbs in the
8200 /// same batch refer back to them (strictly backward, like every DSL ref).
8201 pub edits: Vec<WorldEdit>,
8202}
8203
8204/// One edit verb (spec-0017 L3). Every verb operates on named regions and every
8205/// seeded verb derives its noise stream from the campaign seed + its script
8206/// position (`edits/<batch>/<index>`) — no wall clock, no unseeded RNG.
8207#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8208#[serde(tag = "verb", rename_all = "kebab-case", deny_unknown_fields)]
8209pub enum WorldEdit {
8210 /// Define a named region (`region/<kebab>`) for later verbs in this batch.
8211 Select {
8212 /// The region name being defined (unique within the batch).
8213 name: RegionId,
8214 /// The region's shape (box, surface band, palette match, or a
8215 /// composition of earlier regions).
8216 shape: RegionShape,
8217 },
8218 /// Fill every cell of a region from a seeded palette recipe (value-noise
8219 /// keyed, so picks cluster into patches — never a uniform fill).
8220 Fill {
8221 /// The region (an earlier `select` in this batch) to fill.
8222 region: RegionId,
8223 /// The palette recipe to fill with.
8224 recipe: PaletteRecipe,
8225 },
8226 /// Like `fill`, but only rewrites cells whose current block matches one of
8227 /// `matching` (base ids; blockstate suffixes are ignored when matching).
8228 Replace {
8229 /// The region (an earlier `select` in this batch) to edit.
8230 region: RegionId,
8231 /// Base block ids to rewrite (e.g. `["minecraft:stone"]`).
8232 matching: Vec<String>,
8233 /// The palette recipe to rewrite them with.
8234 recipe: PaletteRecipe,
8235 },
8236 /// Clear a region to air. Sealing-aware: the carved region re-enters the
8237 /// sealing + relight passes and every walkability invariant re-proves.
8238 Carve {
8239 /// The region (an earlier `select` in this batch) to clear.
8240 region: RegionId,
8241 },
8242 /// Reshape terrain surface within a region (raise / lower / smooth).
8243 Morph {
8244 /// The region (an earlier `select` in this batch) whose columns to
8245 /// reshape. The region defines the footprint and where each column's
8246 /// surface is read (the highest occupied cell in the region's y-range);
8247 /// `raise`/`smooth` may add cells above the region's top — reshaping
8248 /// upward is the point — while removal only touches region cells.
8249 region: RegionId,
8250 /// The surface operation.
8251 op: MorphOp,
8252 },
8253 /// Seeded dressing scatter (spec-0017): drop weighted single-block
8254 /// dressing (flora, rocks, props) onto standable cells of a region —
8255 /// air cells with an occupied cell directly below — honoring keep-clear
8256 /// envelopes (`avoid`). Per-cell white-noise density gate (dressing wants
8257 /// speckle, not the fill verbs' clustered patches), deterministic from the
8258 /// campaign seed + script position.
8259 Scatter {
8260 /// The region (an earlier `select` in this batch) to dress.
8261 region: RegionId,
8262 /// Weighted dressing blocks (blockstate suffixes allowed).
8263 items: Vec<PaletteBlock>,
8264 /// Per-candidate placement probability in `(0, 1]`.
8265 density: f64,
8266 /// Keep-clear envelopes: earlier regions whose cells (and columns —
8267 /// matched by `(x, z)`) never receive dressing.
8268 #[serde(default, skip_serializing_if = "Vec::is_empty")]
8269 avoid: Vec<RegionId>,
8270 /// Optional minimum spacing: when set, candidates are taken in
8271 /// descending noise order and one is rejected while another accepted
8272 /// candidate is closer than this on **both** horizontal axes (the
8273 /// generators' spread rule).
8274 #[serde(default, skip_serializing_if = "Option::is_none")]
8275 spacing: Option<u32>,
8276 /// Optional cap on how many items are placed (highest-noise first).
8277 #[serde(default, skip_serializing_if = "Option::is_none")]
8278 limit: Option<u32>,
8279 },
8280 /// Structural flora (spec-0017): plant hand-shaped trees via the
8281 /// lean-or-grow canopy rules — a canopy that would reach a
8282 /// keep-clear (`avoid`) column first leans one block away from it; if that
8283 /// still covers the corridor the tree grows tall instead, arching its
8284 /// whole canopy 3 blocks above the trunk's floor. No leaf is ever sliced.
8285 Plant {
8286 /// The region (an earlier `select` in this batch) to plant in. Trunk
8287 /// cells are standable region cells (air over an occupied cell).
8288 region: RegionId,
8289 /// The tree species (canopy shape rules are per-species).
8290 tree: TreeKind,
8291 /// How many trees to plant (≥ 1; highest-noise candidates first).
8292 count: u32,
8293 /// Keep-clear envelopes: trunks never stand in these columns and
8294 /// canopies lean/grow to clear them.
8295 #[serde(default, skip_serializing_if = "Vec::is_empty")]
8296 avoid: Vec<RegionId>,
8297 /// Minimum trunk spacing (reject when closer on BOTH axes; default 4).
8298 #[serde(default, skip_serializing_if = "Option::is_none")]
8299 spacing: Option<u32>,
8300 },
8301 /// Stamp a prefab fragment (spec-0017): copy a library prefab's
8302 /// non-air cells into the world at a frame-resolved position. The fragment
8303 /// is a first-class library prefab — its provenance/license metadata is
8304 /// recorded and validated exactly like any placed prefab (ADR-0013);
8305 /// nothing outside the library can be stamped.
8306 Fragment {
8307 /// The library prefab to stamp.
8308 prefab: PrefabId,
8309 /// The frame `at` resolves in.
8310 frame: EditFrame,
8311 /// Where the fragment's local `(0, 0, 0)` lands (frame coordinates).
8312 at: [i32; 3],
8313 /// Placement rotation (default `none`), the same quarter-turn set as
8314 /// `/place template`.
8315 #[serde(default, skip_serializing_if = "Option::is_none")]
8316 rotation: Option<FragmentRotation>,
8317 },
8318 /// Explicit region relight (spec-0017, spec-0010 machinery): run the
8319 /// deterministic fixture-placement pass over ONE region and bake the
8320 /// resulting fixtures into the edit script's writes — authorial control of
8321 /// where fixtures land, instead of the whole-area pass's greedy siting.
8322 /// (The whole-area relight still re-proves after every batch either way.)
8323 Relight {
8324 /// The region (an earlier `select` in this batch) to relight: its
8325 /// reachable walkable cells are brought to `min_light`.
8326 region: RegionId,
8327 /// Fixture override; default = the area's declared `lighting.fixture`.
8328 #[serde(default, skip_serializing_if = "Option::is_none")]
8329 fixture: Option<Fixture>,
8330 /// Target light override (1..=14); default = the area's declared
8331 /// `lighting.min_light`. Required (with `fixture`) when the area
8332 /// declares no `lighting`.
8333 #[serde(default, skip_serializing_if = "Option::is_none")]
8334 min_light: Option<u8>,
8335 },
8336 /// L2 massing (spec-0017): replace a placed piece with another
8337 /// library prefab that re-mates every currently-mated socket at its exact
8338 /// world pose (any rotation; overlap-checked). Applied at **plan** time —
8339 /// the whole downstream ladder (anchors, gate reachability, assembly,
8340 /// relight, nav, L3 detailing) re-runs over the massaged layout. Massing
8341 /// verbs live in massing-only batches, ordered before every detailing
8342 /// batch.
8343 SwapPiece {
8344 /// The piece's placement index in its area's solved layout (0-based,
8345 /// entry first).
8346 piece: u32,
8347 /// The prefab the indexed piece must currently be (drift guard).
8348 prefab: PrefabId,
8349 /// The library prefab to swap in.
8350 with: PrefabId,
8351 },
8352 /// L2 massing (spec-0017): attach a new piece at a specific **open**
8353 /// (unmated) socket of an existing piece — the targeted form of the
8354 /// solver's frontier attach. The socket opens (its seal becomes a
8355 /// passage); the new piece's other sockets seal.
8356 InsertPiece {
8357 /// The host piece's placement index.
8358 at_piece: u32,
8359 /// The prefab the host piece must currently be (drift guard).
8360 prefab: PrefabId,
8361 /// The host's connector index (prefab metadata `connectors` order).
8362 socket: u32,
8363 /// The library prefab to attach.
8364 insert: PrefabId,
8365 },
8366 /// L2 massing (spec-0017): remove a **leaf** piece (exactly one
8367 /// mated socket; never the entry piece). The neighbour's socket unmates
8368 /// and re-seals. Removal shifts later placement indices — order removals
8369 /// before other index-referencing massing verbs.
8370 RemovePiece {
8371 /// The piece's placement index.
8372 piece: u32,
8373 /// The prefab the indexed piece must currently be (drift guard).
8374 prefab: PrefabId,
8375 },
8376 /// L2 massing (spec-0017): override one socket's seal — `open`
8377 /// clears the opening to a passage, `sealed` walls it up — independent of
8378 /// its mated state (sealing a mated doorway makes a wall between joined
8379 /// pieces; opening an unmated exterior socket exposes the outside, which
8380 /// the boundary-safety proof then judges).
8381 RewireSocket {
8382 /// The piece's placement index.
8383 piece: u32,
8384 /// The prefab the indexed piece must currently be (drift guard).
8385 prefab: PrefabId,
8386 /// The connector index (prefab metadata `connectors` order).
8387 socket: u32,
8388 /// The socket's new state.
8389 state: SocketState,
8390 },
8391 /// L2 massing (spec-0017): re-pick this piece from its area pool's
8392 /// compatible members (weighted, seeded from the campaign seed + this
8393 /// verb's script position — moving the verb deliberately re-rolls). The
8394 /// current prefab is excluded, so a reseed always changes the piece or
8395 /// errors loudly.
8396 ReseedPiece {
8397 /// The piece's placement index.
8398 piece: u32,
8399 /// The prefab the indexed piece must currently be (drift guard).
8400 prefab: PrefabId,
8401 },
8402}
8403
8404/// A socket seal state for `rewire-socket` (spec-0017).
8405#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
8406#[serde(rename_all = "kebab-case")]
8407pub enum SocketState {
8408 /// The opening is cleared to a passage.
8409 Open,
8410 /// The opening is walled up.
8411 Sealed,
8412}
8413
8414/// A tree species for the `plant` verb (spec-0017). One species per
8415/// canopy-rule implementation; the shipped rule set is the lean-or-grow oak.
8416#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
8417#[serde(rename_all = "kebab-case")]
8418pub enum TreeKind {
8419 /// Small hand-shaped oak (3–4 logs, 5-wide leaf ball) with the
8420 /// lean-or-grow corridor rules.
8421 Oak,
8422}
8423
8424/// A `fragment` stamp rotation (spec-0017) — the `/place template`
8425/// quarter-turn set.
8426#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize, JsonSchema)]
8427#[serde(rename_all = "kebab-case")]
8428pub enum FragmentRotation {
8429 /// No rotation.
8430 None,
8431 /// 90° clockwise.
8432 Clockwise90,
8433 /// 180°.
8434 Clockwise180,
8435 /// 90° counterclockwise.
8436 Counterclockwise90,
8437}
8438
8439/// A `select` verb's shape (spec-0017): primitive shapes resolve in a declared
8440/// frame; compositions combine earlier regions of the same batch.
8441#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8442#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
8443pub enum RegionShape {
8444 /// An inclusive axis-aligned box, `min`/`max` in the declared frame.
8445 Box {
8446 /// The coordinate frame `min`/`max` resolve in.
8447 frame: EditFrame,
8448 /// Inclusive minimum corner (frame coordinates).
8449 min: [i32; 3],
8450 /// Inclusive maximum corner (frame coordinates; each axis ≥ `min`).
8451 max: [i32; 3],
8452 },
8453 /// The band of cells at `from..=to` blocks relative to each column's
8454 /// terrain surface (the highest non-air cell of the column) within an
8455 /// earlier region. `from: 1, to: 3` is the 3 cells of air-space above the
8456 /// surface; `from: 0, to: 0` is the surface cells themselves; negative
8457 /// offsets reach below the surface.
8458 SurfaceBand {
8459 /// The earlier region whose columns are scanned.
8460 over: RegionId,
8461 /// Inclusive band start, relative to each column's surface y.
8462 from: i32,
8463 /// Inclusive band end (≥ `from`), relative to each column's surface y.
8464 to: i32,
8465 },
8466 /// The cells of an earlier region whose current block matches one of
8467 /// `blocks` (base ids; blockstate suffixes ignored when matching).
8468 PaletteMatch {
8469 /// The earlier region to filter.
8470 within: RegionId,
8471 /// Base block ids to match (e.g. `["minecraft:grass_block"]`).
8472 blocks: Vec<String>,
8473 },
8474 /// The union of earlier regions.
8475 Union {
8476 /// The earlier regions to unite (≥ 2).
8477 of: Vec<RegionId>,
8478 },
8479 /// The intersection of earlier regions.
8480 Intersect {
8481 /// The earlier regions to intersect (≥ 2).
8482 of: Vec<RegionId>,
8483 },
8484 /// An earlier region minus other earlier regions.
8485 Subtract {
8486 /// The earlier region to start from.
8487 base: RegionId,
8488 /// The earlier regions to remove from it (≥ 1).
8489 remove: Vec<RegionId>,
8490 },
8491}
8492
8493/// The coordinate frame a primitive [`RegionShape`] resolves in (spec-0017):
8494/// piece-local or anchor-relative — never raw world coordinates, so an edit
8495/// script survives a layout's world placement moving.
8496#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8497#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
8498pub enum EditFrame {
8499 /// The local frame of a placed piece of the batch's area: `[0, 0, 0]` is
8500 /// the piece's structure origin, axes as authored (the compiler applies
8501 /// the piece's placed rotation).
8502 PieceLocal {
8503 /// The piece's placement index in the area's solved layout (0-based,
8504 /// entry piece first — the order `delvec snapshot`'s manifest lists).
8505 piece: u32,
8506 /// The prefab the indexed piece must be (a drift guard: if a re-solve
8507 /// changed the layout, the mismatch is a loud compile error, never a
8508 /// silently misplaced edit).
8509 prefab: PrefabId,
8510 },
8511 /// Relative to a resolved anchor of the batch's area: `[0, 0, 0]` is the
8512 /// anchor cell, axes world-aligned.
8513 AnchorRelative {
8514 /// The anchor (prefab metadata, resolved by the compiler).
8515 anchor: AnchorId,
8516 },
8517}
8518
8519/// A surface operation for the `morph` verb (spec-0017).
8520#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8521#[serde(tag = "kind", rename_all = "kebab-case", deny_unknown_fields)]
8522pub enum MorphOp {
8523 /// Raise each column's surface by up to `by` blocks, drawing the added
8524 /// cells from `recipe` (value-noise keyed per cell, so a raised band reads
8525 /// as natural strata, not an extruded slab).
8526 Raise {
8527 /// How many blocks to raise each column (≥ 1).
8528 by: u32,
8529 /// The palette recipe for the added cells.
8530 recipe: PaletteRecipe,
8531 },
8532 /// Lower each column's surface by up to `by` blocks (carving the topmost
8533 /// solid cells to air).
8534 Lower {
8535 /// How many blocks to lower each column (≥ 1).
8536 by: u32,
8537 },
8538 /// Relax each column's surface toward the mean of its cardinal neighbours
8539 /// (one block per pass), turning steps into slopes. Added cells draw from
8540 /// `recipe`; removed cells carve to air. Deterministic double-buffered
8541 /// passes in fixed scan order.
8542 Smooth {
8543 /// Relaxation passes (≥ 1).
8544 passes: u32,
8545 /// The palette recipe for cells a pass adds.
8546 recipe: PaletteRecipe,
8547 },
8548}
8549
8550/// A seeded palette recipe (spec-0017): weighted blocks picked per cell by a
8551/// smooth value-noise sample, the island/cave generators' proven primitive —
8552/// picks cluster into strata/patches instead of per-cell speckle, and a
8553/// single-entry recipe is the degenerate (discouraged) uniform case.
8554#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8555#[serde(deny_unknown_fields)]
8556pub struct PaletteRecipe {
8557 /// Weighted palette entries (≥ 1; ≥ 2 for any visible surface).
8558 pub blocks: Vec<PaletteBlock>,
8559 /// Noise frequency in blocks⁻¹ (default `0.35` — patches a few blocks
8560 /// across). Larger = smaller patches. Must be finite and > 0.
8561 #[serde(default, skip_serializing_if = "Option::is_none")]
8562 pub scale: Option<f64>,
8563}
8564
8565/// One weighted entry of a [`PaletteRecipe`].
8566#[derive(Clone, Debug, PartialEq, Serialize, Deserialize, JsonSchema)]
8567#[serde(deny_unknown_fields)]
8568pub struct PaletteBlock {
8569 /// Vanilla block id (validated against the pinned 1.21.11 registry), with
8570 /// an optional verbatim blockstate suffix (`minecraft:oak_leaves[persistent=true]`).
8571 pub block: String,
8572 /// Relative weight (finite, > 0).
8573 pub weight: f64,
8574}
8575
8576/// Where in the campaign one effect sits — the attribution every per-branch
8577/// proof and the branch chronicle need (spec-0025).
8578#[derive(Clone, Debug, PartialEq, Eq)]
8579pub enum EffectSite {
8580 /// A quest's `on_objective_complete[<objective>]` bundle.
8581 Objective {
8582 /// The owning quest.
8583 quest: String,
8584 /// The objective whose completion fires the bundle.
8585 objective: String,
8586 },
8587 /// A quest's `on_complete` bundle.
8588 QuestComplete {
8589 /// The owning quest.
8590 quest: String,
8591 },
8592 /// An environment trigger's `effects` bundle — ambient, no DAG position.
8593 Trigger {
8594 /// The trigger id.
8595 trigger: String,
8596 },
8597 /// A trap's spec-0022 `payload` bundle — ambient, no DAG position.
8598 Trap {
8599 /// The trap id.
8600 trap: String,
8601 },
8602 /// A **dialogue option's** `set-checkpoint` `on_respawn` bundle — ambient, no
8603 /// DAG position, and the only site that does not live in the quests stage.
8604 ///
8605 /// This variant did not exist until the effect-root sweep, and its absence was
8606 /// load-bearing: `EffectSite` had no way to *represent* a dialogue-hosted
8607 /// bundle, so the four proofs that walk [`for_each_campaign_effect`]
8608 /// (`combat::actor_beats`, `validate::difficulty_checks`,
8609 /// `daylight::fightable_actor`, `nav::actor_fights`) could not have seen root 5
8610 /// even if their authors had thought of it. Widening the type is what let the
8611 /// walk widen.
8612 DialogueRespawn {
8613 /// The NPC whose dialogue tree hosts the option.
8614 npc: String,
8615 /// The node the option sits under.
8616 node: String,
8617 },
8618 /// A `shortcuts[].on_unlock` bundle (spec-0016 §2) — ambient, no DAG
8619 /// position, and the sixth root: representable here only since spec-0031, for
8620 /// exactly the reason [`EffectSite::DialogueRespawn`] records above.
8621 ShortcutUnlock {
8622 /// The shortcut id.
8623 shortcut: String,
8624 },
8625 /// A `shops[].offers[].effects` bundle (DSL v0.10, spec-0032) — ambient, no
8626 /// DAG position: nobody is forced to buy anything.
8627 ShopOffer {
8628 /// The shop id.
8629 shop: String,
8630 /// The offer's index within that shop, which is also its button order.
8631 offer: usize,
8632 },
8633 /// The campaign's `on_death` bundle (spec-0031) — ambient, no DAG position,
8634 /// and no owning object: there is one per campaign.
8635 OnDeath,
8636 /// A wave's or an actor's `on_kill` bundle (spec-0074) — ambient, no DAG
8637 /// position: nobody is forced to be credited with a kill.
8638 OnKill {
8639 /// The fight's id (`wave/<kebab>` or `actor/<kebab>`).
8640 fight: String,
8641 },
8642 /// An assembly strike step's `on_land` bundle (spec-0082) — ambient, no
8643 /// DAG position: nobody is forced to stand where a blow lands.
8644 AssemblyLand {
8645 /// The assembly id.
8646 assembly: String,
8647 /// The step's index within the pattern.
8648 step: usize,
8649 },
8650 /// A loop's `on_cross` bundle (spec-0086) — no DAG position of its own: it
8651 /// runs when a body crosses the holding slab.
8652 LoopCross {
8653 /// The loop id (`loop/<kebab>`).
8654 r#loop: String,
8655 },
8656}
8657
8658impl EffectSite {
8659 /// The quest this site belongs to, if it has a DAG position at all.
8660 ///
8661 /// **This `Option` is the capability, and it is on the enum rather than on the
8662 /// variants that happen to have a quest.** Only two of the eight sites name a
8663 /// quest, because only two of the eight roots HAVE a DAG position: an ambient
8664 /// root — a trigger, a trap payload, a dialogue `on_respawn`, a shortcut's
8665 /// `on_unlock`, the campaign's `on_death`, a shop offer — fires at a moment no
8666 /// static model can order, and inventing a quest for one would be exactly the
8667 /// over-attribution the completability model must not make. Asking the question
8668 /// of every variant and getting an honest `None` is the lift;
8669 /// `tools/ci/check-capability-ownership.py` check D asked for it while the field
8670 /// was still cross-cutting, and spec-0032's eighth site took it below that
8671 /// threshold, so the reasoning lives here now rather than in an exemption.
8672 pub fn quest(&self) -> Option<&str> {
8673 match self {
8674 EffectSite::Objective { quest, .. } | EffectSite::QuestComplete { quest } => {
8675 Some(quest)
8676 }
8677 EffectSite::Trigger { .. }
8678 | EffectSite::Trap { .. }
8679 | EffectSite::DialogueRespawn { .. }
8680 | EffectSite::ShortcutUnlock { .. }
8681 | EffectSite::ShopOffer { .. }
8682 | EffectSite::OnDeath
8683 | EffectSite::OnKill { .. }
8684 | EffectSite::AssemblyLand { .. }
8685 | EffectSite::LoopCross { .. } => None,
8686 }
8687 }
8688}
8689
8690/// Visit **every** effect the compiler can lower — at every one of the five
8691/// effect roots, top-level and transitively nested — in a fixed deterministic
8692/// order, invoking `f(json_pointer, site, effect)`.
8693///
8694/// The roots come from [`crate::effects::for_each_effect_root`], the single
8695/// enumeration; nesting is descended through the single
8696/// [`QuestEffect::nested_effect_lists_labeled`] authority. Neither axis is
8697/// enumerated here, which is the point: this walk used to hand-list four of the
8698/// five roots (it had no `EffectSite` variant for the fifth), so every proof
8699/// defined in terms of it inherited that blind spot.
8700pub fn for_each_campaign_effect<'a>(
8701 c: &'a crate::envelope::Campaign,
8702 f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
8703) {
8704 crate::effects::for_each_effect_root(c, &mut |root, list| {
8705 let site = match root.owner {
8706 crate::effects::EffectRootOwner::ObjectiveComplete { quest, objective } => {
8707 EffectSite::Objective {
8708 quest: quest.id.as_str().to_string(),
8709 objective: objective.to_string(),
8710 }
8711 }
8712 crate::effects::EffectRootOwner::QuestComplete { quest } => EffectSite::QuestComplete {
8713 quest: quest.id.as_str().to_string(),
8714 },
8715 crate::effects::EffectRootOwner::Trigger(t) => EffectSite::Trigger {
8716 trigger: t.id.as_str().to_string(),
8717 },
8718 crate::effects::EffectRootOwner::TrapPayload(t) => EffectSite::Trap {
8719 trap: t.id.as_str().to_string(),
8720 },
8721 crate::effects::EffectRootOwner::DialogueRespawn => {
8722 // The npc and node are in the root's path; parse them back rather
8723 // than widening the root walk's owner for one consumer.
8724 let seg = |n: usize| -> String {
8725 root.path.split('/').nth(n).unwrap_or_default().to_string()
8726 };
8727 EffectSite::DialogueRespawn {
8728 npc: seg(3),
8729 node: seg(5),
8730 }
8731 }
8732 crate::effects::EffectRootOwner::ShortcutUnlock(s) => EffectSite::ShortcutUnlock {
8733 shortcut: s.id.as_str().to_string(),
8734 },
8735 crate::effects::EffectRootOwner::OnDeath => EffectSite::OnDeath,
8736 crate::effects::EffectRootOwner::ShopOffer(h) => EffectSite::ShopOffer {
8737 shop: h.id.as_str().to_string(),
8738 // The offer index is in the root's path
8739 // (`/content/shops/<h>/offers/<i>/effects`), parsed back rather
8740 // than widening the owner for one consumer — the same call the
8741 // dialogue arm above makes. Segment 5 is the index: segment 4 is
8742 // the literal `offers`, which parses as nothing and reported
8743 // every offer as the shop's first.
8744 offer: root
8745 .path
8746 .split('/')
8747 .nth(5)
8748 .and_then(|n| n.parse().ok())
8749 .unwrap_or(0),
8750 },
8751 crate::effects::EffectRootOwner::OnKill(f) => EffectSite::OnKill {
8752 fight: f.id().to_string(),
8753 },
8754 crate::effects::EffectRootOwner::AssemblyLand(m) => EffectSite::AssemblyLand {
8755 assembly: m.id.as_str().to_string(),
8756 // `/content/assemblies/<m>/strikes/pattern/<s>/on_land`: segment
8757 // 6 is the step index, parsed back as the shop arm does.
8758 step: root
8759 .path
8760 .split('/')
8761 .nth(6)
8762 .and_then(|n| n.parse().ok())
8763 .unwrap_or(0),
8764 },
8765 crate::effects::EffectRootOwner::LoopCross(l) => EffectSite::LoopCross {
8766 r#loop: l.id.as_str().to_string(),
8767 },
8768 };
8769 for (i, eff) in list.iter().enumerate() {
8770 campaign_effect_deep(eff, &format!("{}/{i}", root.path), &site, f);
8771 }
8772 });
8773}
8774
8775fn campaign_effect_deep<'a>(
8776 eff: &'a QuestEffect,
8777 path: &str,
8778 site: &EffectSite,
8779 f: &mut dyn FnMut(&str, &EffectSite, &'a QuestEffect),
8780) {
8781 f(path, site, eff);
8782 for (pseg, _kseg, list) in eff.nested_effect_lists_labeled() {
8783 for (j, inner) in list.iter().enumerate() {
8784 campaign_effect_deep(inner, &format!("{path}/{pseg}/{j}"), site, f);
8785 }
8786 }
8787}
8788
8789// ---------------------------------------------------------------------------
8790// The spine authority (`QuestPlanContent::spine`)
8791// ---------------------------------------------------------------------------
8792
8793#[cfg(test)]
8794mod spine_tests {
8795 use super::QuestPlanContent;
8796
8797 /// Build a plan from `(id, deps)` pairs plus a finale. JSON rather than a
8798 /// struct literal on purpose: a field added to `PlannedQuest` later must not
8799 /// red these tests for a reason that has nothing to do with the spine.
8800 fn plan(finale: &str, quests: &[(&str, &[&str])]) -> QuestPlanContent {
8801 let quests: Vec<serde_json::Value> = quests
8802 .iter()
8803 .map(|(id, deps)| {
8804 serde_json::json!({
8805 "id": id,
8806 "goal": "g",
8807 "area": "area/keep",
8808 "npcs": [],
8809 "depends_on": deps,
8810 "mandatory": true,
8811 "act": 1,
8812 })
8813 })
8814 .collect();
8815 serde_json::from_value(serde_json::json!({
8816 "finale": finale,
8817 "quests": quests,
8818 }))
8819 .expect("plan fixture parses")
8820 }
8821
8822 fn sorted(p: &QuestPlanContent) -> Vec<String> {
8823 p.spine().into_iter().map(str::to_owned).collect()
8824 }
8825
8826 #[test]
8827 fn a_chain_is_wholly_spine() {
8828 let p = plan(
8829 "quest/c",
8830 &[
8831 ("quest/a", &[]),
8832 ("quest/b", &["quest/a"]),
8833 ("quest/c", &["quest/b"]),
8834 ],
8835 );
8836 assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c"]);
8837 }
8838
8839 #[test]
8840 fn a_quest_the_finale_does_not_depend_on_is_off_the_spine() {
8841 // Exactly the `DW0132` shape: the plan does not converge, and the spine
8842 // is the half that does. The authority answers, it does not refuse — the
8843 // refusal is `validate`'s, built on this answer.
8844 let p = plan("quest/end", &[("quest/end", &[]), ("quest/side-trip", &[])]);
8845 assert_eq!(sorted(&p), ["quest/end"]);
8846 }
8847
8848 #[test]
8849 fn a_diamond_counts_the_join_once() {
8850 let p = plan(
8851 "quest/d",
8852 &[
8853 ("quest/a", &[]),
8854 ("quest/b", &["quest/a"]),
8855 ("quest/c", &["quest/a"]),
8856 ("quest/d", &["quest/b", "quest/c"]),
8857 ],
8858 );
8859 assert_eq!(sorted(&p), ["quest/a", "quest/b", "quest/c", "quest/d"]);
8860 }
8861
8862 #[test]
8863 fn a_cycle_terminates_and_yields_a_set() {
8864 // `DW0130` refuses this plan, but the authority is asked before that
8865 // verdict is known (the layout binding prints on an erroring campaign),
8866 // so it must terminate rather than hang.
8867 let p = plan(
8868 "quest/b",
8869 &[("quest/a", &["quest/b"]), ("quest/b", &["quest/a"])],
8870 );
8871 assert_eq!(sorted(&p), ["quest/a", "quest/b"]);
8872 }
8873
8874 #[test]
8875 fn a_dangling_dependency_is_reported_and_expands_no_further() {
8876 // The deliberate difference between the two derivations this function
8877 // replaced. `validate` pruned undeclared ids before walking; the
8878 // authority does not, because pruning them would make the set disagree
8879 // with the document, and naming an id the plan does not declare is
8880 // `DW0112`'s finding rather than the spine's.
8881 let p = plan("quest/end", &[("quest/end", &["quest/ghost"])]);
8882 assert_eq!(sorted(&p), ["quest/end", "quest/ghost"]);
8883 }
8884
8885 #[test]
8886 fn an_undeclared_finale_is_the_whole_spine() {
8887 // `DW0131`'s shape. The answer is honest about the document: nothing the
8888 // plan declares is on the spine of a finale it never declared.
8889 let p = plan(
8890 "quest/ghost",
8891 &[("quest/a", &[]), ("quest/b", &["quest/a"])],
8892 );
8893 assert_eq!(sorted(&p), ["quest/ghost"]);
8894 }
8895}
8896
8897// ---------------------------------------------------------------------------
8898// The derived happening subject (spec-0071 §3)
8899// ---------------------------------------------------------------------------
8900
8901#[cfg(test)]
8902mod happening_subject_tests {
8903 use super::QuestEffect;
8904
8905 /// An effect with a `happening` that states no subject.
8906 fn beat(verb: serde_json::Value) -> QuestEffect {
8907 let mut v = verb;
8908 v["happening"] = serde_json::json!({ "verb": "opens", "text": "It gives." });
8909 serde_json::from_value(v).expect("effect fixture parses")
8910 }
8911
8912 fn subject(v: serde_json::Value) -> Option<String> {
8913 beat(v).happening_subject().map(|s| {
8914 assert!(s.derived, "the fixture states no subject");
8915 s.id.to_string()
8916 })
8917 }
8918
8919 /// **The census, over every verb the DSL declares.** Which verbs resolve a
8920 /// subject is a fact about the objects an effect names, so the answer is
8921 /// computed here rather than listed anywhere: the table below is held to the
8922 /// variant set of the exported schema, and a thirty-ninth verb reds this
8923 /// test until somebody answers for it.
8924 ///
8925 /// Run with `--nocapture` to print the census a document quotes.
8926 #[test]
8927 fn every_verb_answers_the_census() {
8928 // One minimal instance per verb, in the schema's own order.
8929 let table: Vec<(&str, serde_json::Value, Option<&str>)> = vec![
8930 (
8931 "open-gate",
8932 serde_json::json!({"type":"open-gate","anchor":"anchor/door"}),
8933 Some("anchor/door"),
8934 ),
8935 (
8936 "close-gate",
8937 serde_json::json!({"type":"close-gate","anchor":"anchor/door"}),
8938 Some("anchor/door"),
8939 ),
8940 (
8941 "campaign-complete",
8942 serde_json::json!({"type":"campaign-complete"}),
8943 None,
8944 ),
8945 (
8946 "give-item",
8947 serde_json::json!({"type":"give-item","item":"minecraft:bread","count":1}),
8948 None,
8949 ),
8950 (
8951 "set-flag",
8952 serde_json::json!({"type":"set-flag","flag":"flag/heard"}),
8953 None,
8954 ),
8955 (
8956 "set-state",
8957 serde_json::json!({"type":"set-state","state":"state/purse","value":1}),
8958 None,
8959 ),
8960 (
8961 "add-state",
8962 serde_json::json!({"type":"add-state","state":"state/purse","amount":-1}),
8963 None,
8964 ),
8965 (
8966 "drop-stake",
8967 serde_json::json!({"type":"drop-stake","stake":"stake/purse"}),
8968 None,
8969 ),
8970 (
8971 "clear-state",
8972 serde_json::json!({"type":"clear-state","state":"state/purse"}),
8973 None,
8974 ),
8975 (
8976 "spawn-wave",
8977 serde_json::json!({"type":"spawn-wave","wave":"wave/muster"}),
8978 Some("wave/muster"),
8979 ),
8980 (
8981 "narrate",
8982 serde_json::json!({"type":"narrate","text":"The hall answers."}),
8983 None,
8984 ),
8985 (
8986 "set-block",
8987 serde_json::json!({"type":"set-block","anchor":"anchor/altar","block":"minecraft:stone"}),
8988 Some("anchor/altar"),
8989 ),
8990 (
8991 "fill-region",
8992 serde_json::json!({"type":"fill-region","region":{"anchor":"anchor/pit","extent":[2,2,2]},"block":"minecraft:water"}),
8993 Some("anchor/pit"),
8994 ),
8995 (
8996 "set-atmosphere",
8997 serde_json::json!({"type":"set-atmosphere","atmosphere":"atmosphere/wrong","region":{"anchor":"anchor/hall","extent":[4,2,4]}}),
8998 Some("anchor/hall"),
8999 ),
9000 (
9001 "clear-region",
9002 serde_json::json!({"type":"clear-region","region":{"anchor":"anchor/pit","extent":[2,2,2]}}),
9003 Some("anchor/pit"),
9004 ),
9005 (
9006 "open-way",
9007 serde_json::json!({"type":"open-way","piece":"prefab/span","way":"gap"}),
9008 None,
9009 ),
9010 (
9011 "despawn-npc",
9012 serde_json::json!({"type":"despawn-npc","npc":"npc/keeper"}),
9013 Some("npc/keeper"),
9014 ),
9015 (
9016 "move-npc",
9017 serde_json::json!({"type":"move-npc","npc":"npc/keeper","to":{"anchor":"anchor/door"}}),
9018 None,
9019 ),
9020 (
9021 "cutscene",
9022 serde_json::json!({"type":"cutscene","path":[{"anchor":"anchor/hall"},{"anchor":"anchor/door"}],"seconds":4}),
9023 None,
9024 ),
9025 (
9026 "set-time",
9027 serde_json::json!({"type":"set-time","time":"noon"}),
9028 None,
9029 ),
9030 (
9031 "set-weather",
9032 serde_json::json!({"type":"set-weather","weather":"clear"}),
9033 None,
9034 ),
9035 (
9036 "play-sound",
9037 serde_json::json!({"type":"play-sound","sound":"minecraft:block.bell.use","at":{"at":"anchor","anchor":"anchor/bell"}}),
9038 Some("anchor/bell"),
9039 ),
9040 (
9041 "damage-players",
9042 serde_json::json!({"type":"damage-players","amount":2}),
9043 None,
9044 ),
9045 (
9046 "set-checkpoint",
9047 serde_json::json!({"type":"set-checkpoint","anchor":"anchor/seat"}),
9048 Some("anchor/seat"),
9049 ),
9050 (
9051 "bonfire",
9052 serde_json::json!({"type":"bonfire","anchor":"anchor/seat"}),
9053 Some("anchor/seat"),
9054 ),
9055 (
9056 "begin-stealth",
9057 serde_json::json!({"type":"begin-stealth","zones":[{"anchor":"anchor/yard","extent":[4,2,4]}]}),
9058 Some("anchor/yard"),
9059 ),
9060 (
9061 "end-stealth",
9062 serde_json::json!({"type":"end-stealth"}),
9063 None,
9064 ),
9065 (
9066 "spawn-npc",
9067 serde_json::json!({"type":"spawn-npc","npc":"npc/keeper"}),
9068 Some("npc/keeper"),
9069 ),
9070 (
9071 "spawn-actor",
9072 serde_json::json!({"type":"spawn-actor","actor":"actor/giant"}),
9073 Some("actor/giant"),
9074 ),
9075 (
9076 "despawn-actor",
9077 serde_json::json!({"type":"despawn-actor","actor":"actor/giant","style":"vanish"}),
9078 Some("actor/giant"),
9079 ),
9080 (
9081 "move-actor",
9082 serde_json::json!({"type":"move-actor","actor":"actor/giant","to":{"anchor":"anchor/door"}}),
9083 None,
9084 ),
9085 (
9086 "unleash-actor",
9087 serde_json::json!({"type":"unleash-actor","actor":"actor/giant"}),
9088 Some("actor/giant"),
9089 ),
9090 (
9091 "sequence",
9092 serde_json::json!({"type":"sequence","steps":[]}),
9093 None,
9094 ),
9095 (
9096 "volley",
9097 serde_json::json!({"type":"volley","from_anchor":"anchor/slot","kill_zone":{"anchor":"anchor/lane","extent":[3,2,3]}}),
9098 None,
9099 ),
9100 (
9101 "collapse",
9102 serde_json::json!({"type":"collapse","region_anchor":{"anchor":"anchor/roof","extent":[3,1,3]}}),
9103 Some("anchor/roof"),
9104 ),
9105 (
9106 "give-effect",
9107 serde_json::json!({"type":"give-effect","effect":"minecraft:speed","seconds":10}),
9108 None,
9109 ),
9110 (
9111 "clear-effect",
9112 serde_json::json!({"type":"clear-effect"}),
9113 None,
9114 ),
9115 (
9116 "teleport",
9117 serde_json::json!({"type":"teleport","from":{"anchor":"anchor/hall","extent":[4,2,4]},"to":{"anchor":"anchor/door"}}),
9118 None,
9119 ),
9120 (
9121 "firework",
9122 serde_json::json!({"type":"firework","at":{"anchor":"anchor/court"},"explosions":[{"shape":"star","colors":["#ffd700"]}]}),
9123 Some("anchor/court"),
9124 ),
9125 // spec-0082: an assembly is not a story subject (no `happening` is
9126 // demanded of its verbs), so none of the three resolves one.
9127 (
9128 "spawn-assembly",
9129 serde_json::json!({"type":"spawn-assembly","assembly":"assembly/limb"}),
9130 None,
9131 ),
9132 (
9133 "despawn-assembly",
9134 serde_json::json!({"type":"despawn-assembly","assembly":"assembly/limb"}),
9135 None,
9136 ),
9137 (
9138 "play-clip",
9139 serde_json::json!({"type":"play-clip","assembly":"assembly/limb","clip":"idle"}),
9140 None,
9141 ),
9142 (
9143 "particle",
9144 serde_json::json!({"type":"particle","particle":"minecraft:soul","at":{"anchor":"anchor/well"}}),
9145 Some("anchor/well"),
9146 ),
9147 ];
9148 // The binding: the table answers for every verb the schema declares, and
9149 // for no name the schema does not.
9150 let schema = crate::schema::stage_schema(crate::envelope::Stage::Quests);
9151 let declared: std::collections::BTreeSet<String> = schema["$defs"]["QuestEffect"]["oneOf"]
9152 .as_array()
9153 .expect("QuestEffect is a tagged union")
9154 .iter()
9155 .map(|b| {
9156 b["properties"]["type"]["const"]
9157 .as_str()
9158 .expect("a tag")
9159 .to_string()
9160 })
9161 .collect();
9162 let answered: std::collections::BTreeSet<String> =
9163 table.iter().map(|(t, _, _)| (*t).to_string()).collect();
9164 assert_eq!(
9165 answered, declared,
9166 "the census answers for exactly the verbs the DSL declares"
9167 );
9168 for (tag, effect, want) in &table {
9169 let got = subject(effect.clone());
9170 assert_eq!(
9171 got.as_deref(),
9172 *want,
9173 "`{tag}` resolves {want:?}; it names {:?}",
9174 beat(effect.clone()).subject_objects()
9175 );
9176 println!(
9177 "| `{tag}` | {} | {} |",
9178 want.unwrap_or("—"),
9179 beat(effect.clone()).subject_objects().join(", ")
9180 );
9181 }
9182 }
9183
9184 /// **Some verbs answer per instance, not per verb**, because the object is
9185 /// in an optional field: an `in` filter, a second stealth zone, a camera
9186 /// path of one waypoint. The rule is over the objects an effect names, so
9187 /// the same verb resolves in one document and not in another — and that is
9188 /// the answer, not a gap in it.
9189 #[test]
9190 fn a_verb_whose_object_is_optional_answers_per_instance() {
9191 for (what, effect, want) in [
9192 (
9193 "damage-players with an `in` filter",
9194 serde_json::json!({"type":"damage-players","amount":2,"in":{"anchor":"anchor/lane","extent":[3,2,3]}}),
9195 Some("anchor/lane"),
9196 ),
9197 (
9198 "give-effect with an `in` filter",
9199 serde_json::json!({"type":"give-effect","effect":"minecraft:speed","seconds":10,"in":{"anchor":"anchor/lane","extent":[3,2,3]}}),
9200 Some("anchor/lane"),
9201 ),
9202 (
9203 "clear-effect with an `in` filter",
9204 serde_json::json!({"type":"clear-effect","in":{"anchor":"anchor/lane","extent":[3,2,3]}}),
9205 Some("anchor/lane"),
9206 ),
9207 (
9208 "play-sound with no `at`",
9209 serde_json::json!({"type":"play-sound","sound":"minecraft:block.bell.use"}),
9210 None,
9211 ),
9212 (
9213 "begin-stealth over two zones",
9214 serde_json::json!({"type":"begin-stealth","zones":[
9215 {"anchor":"anchor/yard","extent":[4,2,4]},
9216 {"anchor":"anchor/lane","extent":[4,2,4]}]}),
9217 None,
9218 ),
9219 (
9220 "a cutscene whose path names one cell",
9221 serde_json::json!({"type":"cutscene","path":[{"anchor":"anchor/hall"}],"seconds":4}),
9222 Some("anchor/hall"),
9223 ),
9224 ] {
9225 assert_eq!(subject(effect.clone()).as_deref(), want, "{what}");
9226 }
9227 }
9228
9229 /// The four the spec illustrates, beside the ones the rule covers without
9230 /// naming them.
9231 #[test]
9232 fn an_effect_with_one_object_is_about_that_object() {
9233 for (effect, want) in [
9234 (
9235 serde_json::json!({ "type": "open-gate", "anchor": "anchor/door" }),
9236 "anchor/door",
9237 ),
9238 (
9239 serde_json::json!({ "type": "close-gate", "anchor": "anchor/door" }),
9240 "anchor/door",
9241 ),
9242 (
9243 serde_json::json!({ "type": "spawn-actor", "actor": "actor/giant" }),
9244 "actor/giant",
9245 ),
9246 (
9247 serde_json::json!({ "type": "despawn-actor", "actor": "actor/giant", "style": "vanish" }),
9248 "actor/giant",
9249 ),
9250 (
9251 serde_json::json!({ "type": "unleash-actor", "actor": "actor/giant" }),
9252 "actor/giant",
9253 ),
9254 (
9255 serde_json::json!({ "type": "spawn-wave", "wave": "wave/muster" }),
9256 "wave/muster",
9257 ),
9258 (
9259 serde_json::json!({ "type": "spawn-npc", "npc": "npc/keeper" }),
9260 "npc/keeper",
9261 ),
9262 (
9263 serde_json::json!({ "type": "despawn-npc", "npc": "npc/keeper" }),
9264 "npc/keeper",
9265 ),
9266 (
9267 serde_json::json!({ "type": "set-block", "anchor": "anchor/altar", "block": "minecraft:stone" }),
9268 "anchor/altar",
9269 ),
9270 ] {
9271 assert_eq!(subject(effect.clone()).as_deref(), Some(want), "{effect}");
9272 }
9273 }
9274
9275 /// Several objects, or none, resolve nothing: naming one of them would be
9276 /// the compiler guessing which the beat is about. A `move-actor` walks an
9277 /// actor to an anchor and names both.
9278 #[test]
9279 fn an_effect_with_no_single_object_resolves_nothing() {
9280 for effect in [
9281 serde_json::json!({ "type": "move-actor", "actor": "actor/giant", "to": { "anchor": "anchor/door" } }),
9282 serde_json::json!({ "type": "move-npc", "npc": "npc/keeper", "to": { "anchor": "anchor/door" } }),
9283 serde_json::json!({ "type": "teleport", "from": { "anchor": "anchor/hall", "extent": [2, 2, 2] }, "to": { "anchor": "anchor/door" } }),
9284 serde_json::json!({ "type": "narrate", "text": "The hall answers." }),
9285 serde_json::json!({ "type": "set-flag", "flag": "flag/heard" }),
9286 ] {
9287 assert_eq!(subject(effect.clone()), None, "{effect}");
9288 }
9289 }
9290
9291 /// A stated subject wins, and says so.
9292 #[test]
9293 fn a_stated_subject_is_not_derived() {
9294 let e: QuestEffect = serde_json::from_value(serde_json::json!({
9295 "type": "open-gate",
9296 "anchor": "anchor/door",
9297 "happening": { "verb": "opens", "text": "He lifts it.", "subject": "npc/keeper" }
9298 }))
9299 .unwrap();
9300 let s = e.happening_subject().expect("a stated subject");
9301 assert_eq!((s.id, s.derived), ("npc/keeper", false));
9302 }
9303
9304 /// No `happening`, no subject: the derivation is about a beat, not about an
9305 /// effect.
9306 #[test]
9307 fn an_effect_with_no_happening_has_no_subject() {
9308 let e: QuestEffect = serde_json::from_value(
9309 serde_json::json!({ "type": "open-gate", "anchor": "anchor/door" }),
9310 )
9311 .unwrap();
9312 assert!(e.happening_subject().is_none());
9313 assert_eq!(e.subject_objects(), vec!["anchor/door"]);
9314 }
9315}