codecombat/app/schemas/models/level.coffee

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c = require './../schemas'
ThangComponentSchema = require './thang_component'
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defaultTasks = [
'Name the level.'
'Create a Referee stub, if needed.'
'Build the level.'
'Set up goals.'
'Choose the Existence System lifespan and frame rate.'
'Choose the UI System paths and coordinate hover if needed.'
'Choose the AI System pathfinding and Vision System line of sight.'
'Write the sample code.'
'Do basic set decoration.'
'Adjust script camera bounds.'
'Choose music file in Introduction script.'
'Choose autoplay in Introduction script.'
'Add to a campaign.'
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'Publish.'
'Choose level options like required/restricted gear.'
'Create achievements, including unlocking next level.'
'Choose leaderboard score types.'
'Playtest with a slow/tough hero.'
'Playtest with a fast/weak hero.'
'Playtest with a couple random seeds.'
'Make sure the level ends promptly on success and failure.'
'Remove/simplify unnecessary doodad collision.'
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'Release to adventurers via MailChimp.'
'Write the description.'
'Add i18n field for the sample code comments.'
'Add Clojure/Lua/CoffeeScript.'
'Write the guide.'
'Write a loading tip, if needed.'
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'Click the Populate i18n button.'
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'Add programming concepts covered.'
'Mark whether it requires a subscription.'
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'Release to everyone via MailChimp.'
'Check completion/engagement/problem analytics.'
'Do thorough set decoration.'
'Add a walkthrough video.'
]
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SpecificArticleSchema = c.object()
c.extendNamedProperties SpecificArticleSchema # name first
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SpecificArticleSchema.properties.body = {type: 'string', title: 'Content', description: 'The body content of the article, in Markdown.', format: 'markdown'}
SpecificArticleSchema.properties.i18n = {type: 'object', format: 'i18n', props: ['name', 'body'], description: 'Help translate this article'}
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SpecificArticleSchema.displayProperty = 'name'
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side = {title: 'Side', description: 'A side.', type: 'string', 'enum': ['left', 'right', 'top', 'bottom']}
thang = {title: 'Thang', description: 'The name of a Thang.', type: 'string', maxLength: 30, format: 'thang'}
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eventPrereqValueTypes = ['boolean', 'integer', 'number', 'null', 'string'] # not 'object' or 'array'
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EventPrereqSchema = c.object {title: 'Event Prerequisite', format: 'event-prereq', description: 'Script requires that the value of some property on the event triggering it to meet some prerequisite.', required: ['eventProps']},
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eventProps: c.array {'default': ['thang'], format: 'event-value-chain', maxItems: 10, title: 'Event Property', description: 'A chain of keys in the event, like "thang.pos.x" to access event.thang.pos.x.'}, c.shortString(title: 'Property', description: 'A key in the event property key chain.')
equalTo: c.object {type: eventPrereqValueTypes, title: '==', description: 'Script requires the event\'s property chain value to be equal to this value.'}
notEqualTo: c.object {type: eventPrereqValueTypes, title: '!=', description: 'Script requires the event\'s property chain value to *not* be equal to this value.'}
greaterThan: {type: 'number', title: '>', description: 'Script requires the event\'s property chain value to be greater than this value.'}
greaterThanOrEqualTo: {type: 'number', title: '>=', description: 'Script requires the event\'s property chain value to be greater or equal to this value.'}
lessThan: {type: 'number', title: '<', description: 'Script requires the event\'s property chain value to be less than this value.'}
lessThanOrEqualTo: {type: 'number', title: '<=', description: 'Script requires the event\'s property chain value to be less than or equal to this value.'}
containingString: c.shortString(title: 'Contains', description: 'Script requires the event\'s property chain value to be a string containing this string.')
notContainingString: c.shortString(title: 'Does not contain', description: 'Script requires the event\'s property chain value to *not* be a string containing this string.')
containingRegexp: c.shortString(title: 'Contains Regexp', description: 'Script requires the event\'s property chain value to be a string containing this regular expression.')
notContainingRegexp: c.shortString(title: 'Does not contain regexp', description: 'Script requires the event\'s property chain value to *not* be a string containing this regular expression.')
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GoalSchema = c.object {title: 'Goal', description: 'A goal that the player can accomplish.', required: ['name', 'id']},
name: c.shortString(title: 'Name', description: 'Name of the goal that the player will see, like \"Defeat eighteen dragons\".')
i18n: {type: 'object', format: 'i18n', props: ['name'], description: 'Help translate this goal'}
id: c.shortString(title: 'ID', description: 'Unique identifier for this goal, like \"defeat-dragons\".', pattern: '^[a-z0-9-]+$') # unique somehow?
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worldEndsAfter: {title: 'World Ends After', description: 'When included, ends the world this many seconds after this goal succeeds or fails.', type: 'number', minimum: 0, exclusiveMinimum: true, maximum: 300, default: 3}
howMany: {title: 'How Many', description: 'When included, require only this many of the listed goal targets instead of all of them.', type: 'integer', minimum: 1}
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hiddenGoal: {title: 'Hidden', description: 'Hidden goals don\'t show up in the goals area for the player until they\'re failed. (Usually they\'re obvious, like "don\'t die".)', 'type': 'boolean' }
optional: {title: 'Optional', description: 'Optional goals do not need to be completed for overallStatus to be success.', type: 'boolean'}
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team: c.shortString(title: 'Team', description: 'Name of the team this goal is for, if it is not for all of the playable teams.')
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killThangs: c.array {title: 'Kill Thangs', description: 'A list of Thang IDs the player should kill, or team names.', uniqueItems: true, minItems: 1, 'default': ['ogres']}, thang
saveThangs: c.array {title: 'Save Thangs', description: 'A list of Thang IDs the player should save, or team names', uniqueItems: true, minItems: 1, 'default': ['Hero Placeholder']}, thang
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getToLocations: c.object {title: 'Get To Locations', description: 'Will be set off when any of the \"who\" touch any of the \"targets\"', required: ['who', 'targets']},
who: c.array {title: 'Who', description: 'The Thangs who must get to the target locations.', minItems: 1}, thang
targets: c.array {title: 'Targets', description: 'The target locations to which the Thangs must get.', minItems: 1}, thang
getAllToLocations: c.array {title: 'Get all to locations', description: 'Similar to getToLocations but now a specific \"who\" can have a specific \"target\", also must be used with the HowMany property for desired effect', required: ['getToLocation']},
c.object {title: '', description: ''},
getToLocation: c.object {title: 'Get To Locations', description: 'TODO: explain', required: ['who', 'targets']},
who: c.array {title: 'Who', description: 'The Thangs who must get to the target locations.', minItems: 1}, thang
targets: c.array {title: 'Targets', description: 'The target locations to which the Thangs must get.', minItems: 1}, thang
keepFromLocations: c.object {title: 'Keep From Locations', description: 'TODO: explain', required: ['who', 'targets']},
who: c.array {title: 'Who', description: 'The Thangs who must not get to the target locations.', minItems: 1}, thang
targets: c.array {title: 'Targets', description: 'The target locations to which the Thangs must not get.', minItems: 1}, thang
keepAllFromLocations: c.array {title: 'Keep ALL From Locations', description: 'Similar to keepFromLocations but now a specific \"who\" can have a specific \"target\", also must be used with the HowMany property for desired effect', required: ['keepFromLocation']},
c.object {title: '', description: ''},
keepFromLocation: c.object {title: 'Keep From Locations', description: 'TODO: explain', required: ['who', 'targets']},
who: c.array {title: 'Who', description: 'The Thangs who must not get to the target locations.', minItems: 1}, thang
targets: c.array {title: 'Targets', description: 'The target locations to which the Thangs must not get.', minItems: 1}, thang
leaveOffSides: c.object {title: 'Leave Off Sides', description: 'Sides of the level to get some Thangs to leave across.', required: ['who', 'sides']},
who: c.array {title: 'Who', description: 'The Thangs which must leave off the sides of the level.', minItems: 1}, thang
sides: c.array {title: 'Sides', description: 'The sides off which the Thangs must leave.', minItems: 1}, side
keepFromLeavingOffSides: c.object {title: 'Keep From Leaving Off Sides', description: 'Sides of the level to keep some Thangs from leaving across.', required: ['who', 'sides']},
who: c.array {title: 'Who', description: 'The Thangs which must not leave off the sides of the level.', minItems: 1}, thang
sides: side, {title: 'Sides', description: 'The sides off which the Thangs must not leave.', minItems: 1}, side
collectThangs: c.object {title: 'Collect', description: 'Thangs that other Thangs must collect.', required: ['who', 'targets']},
who: c.array {title: 'Who', description: 'The Thangs which must collect the target items.', minItems: 1}, thang
targets: c.array {title: 'Targets', description: 'The target items which the Thangs must collect.', minItems: 1}, thang
keepFromCollectingThangs: c.object {title: 'Keep From Collecting', description: 'Thangs that the player must prevent other Thangs from collecting.', required: ['who', 'targets']},
who: c.array {title: 'Who', description: 'The Thangs which must not collect the target items.', minItems: 1}, thang
targets: c.array {title: 'Targets', description: 'The target items which the Thangs must not collect.', minItems: 1}, thang
codeProblems: c.array {title: 'Code Problems', description: 'A list of Thang IDs that should not have any code problems, or team names.', uniqueItems: true, minItems: 1, 'default': ['humans']}, thang
linesOfCode: {title: 'Lines of Code', description: 'A mapping of Thang IDs or teams to how many many lines of code should be allowed (well, statements).', type: 'object', default: {humans: 10}, additionalProperties: {type: 'integer', description: 'How many lines to allow for this Thang.'}}
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ResponseSchema = c.object {title: 'Dialogue Button', description: 'A button to be shown to the user with the dialogue.', required: ['text']},
text: {title: 'Title', description: 'The text that will be on the button', 'default': 'Okay', type: 'string', maxLength: 30}
channel: c.shortString(title: 'Channel', format: 'event-channel', description: 'Channel that this event will be broadcast over, like "level:set-playing".')
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event: {type: 'object', title: 'Event', description: 'Event that will be broadcast when this button is pressed, like {playing: true}.'}
buttonClass: c.shortString(title: 'Button Class', description: 'CSS class that will be added to the button, like "btn-primary".')
i18n: {type: 'object', format: 'i18n', props: ['text'], description: 'Help translate this button'}
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PointSchema = c.object {title: 'Point', description: 'An {x, y} coordinate point.', format: 'point2d', default: { x:15, y:20 }},
x: {title: 'x', description: 'The x coordinate.', type: 'number'}
y: {title: 'y', description: 'The y coordinate.', type: 'number'}
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SpriteCommandSchema = c.object {title: 'Thang Command', description: 'Make a target Thang move or say something, or select/deselect it.', required: ['id'], default: {id: 'Hero Placeholder'}},
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id: thang
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select: {title: 'Select', description: 'Select or deselect this Thang.', type: 'boolean'}
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say: c.object {title: 'Say', description: 'Make this Thang say a message.', required: ['text'], default: { mood: 'explain' }},
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blurb: c.shortString(title: 'Blurb', description: 'A very short message to display above this Thang\'s head. Plain text.', maxLength: 50)
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mood: c.shortString(title: 'Mood', description: 'The mood with which the Thang speaks.', 'enum': ['explain', 'debrief', 'congrats', 'attack', 'joke', 'tip', 'alarm'])
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text: {title: 'Text', description: 'A short message to display in the dialogue area. Markdown okay.', type: 'string', maxLength: 400}
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sound: c.object {title: 'Sound', description: 'A dialogue sound file to accompany the message.', required: ['mp3', 'ogg'] },
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mp3: c.shortString(title: 'MP3', format: 'sound-file')
ogg: c.shortString(title: 'OGG', format: 'sound-file')
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preload: {title: 'Preload', description: 'Whether to load this sound file before the level can begin (typically for the first dialogue of a level).', type: 'boolean' }
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responses: c.array {title: 'Buttons', description: 'An array of buttons to include with the dialogue, with which the user can respond.'}, ResponseSchema
i18n: {type: 'object', format: 'i18n', props: ['blurb', 'text', 'sound'], description: 'Help translate this message'}
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move: c.object {title: 'Move', description: 'Tell the Thang to move.', required: ['target'], default: {target: {}, duration: 500}},
target: _.extend _.cloneDeep(PointSchema), {title: 'Target', description: 'Target point to which the Thang will move.', default: {x: 20, y: 20}}
duration: {title: 'Duration', description: 'Number of milliseconds over which to move, or 0 for an instant move.', type: 'integer', minimum: 0, format: 'milliseconds'}
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NoteGroupSchema = c.object {title: 'Note Group', description: 'A group of notes that should be sent out as a result of this script triggering.', displayProperty: 'name'},
name: {title: 'Name', description: 'Short name describing the script, like \"Anya greets the player\", for your convenience.', type: 'string'}
dom: c.object {title: 'DOM', description: 'Manipulate things in the play area DOM, outside of the level area canvas.'},
focus: c.shortString(title: 'Focus', description: 'Set the window focus to this DOM selector string.')
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showVictory: {
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title: 'Show Victory',
description: 'Show the done button and maybe also the victory modal.',
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enum: [true, 'Done Button', 'Done Button And Modal'] # deprecate true, same as 'done_button_and_modal'
}
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highlight: c.object {title: 'Highlight', description: 'Highlight the target DOM selector string with a big arrow.'},
target: c.shortString(title: 'Target', description: 'Target highlight element DOM selector string.')
delay: {type: 'integer', minimum: 0, title: 'Delay', description: 'Show the highlight after this many milliseconds. Doesn\'t affect the dim shade cutout highlight method.'}
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offset: _.extend _.cloneDeep(PointSchema), {title: 'Offset', description: 'Pointing arrow tip offset in pixels from the default target.', format: null}
rotation: {type: 'number', minimum: 0, title: 'Rotation', description: 'Rotation of the pointing arrow, in radians. PI / 2 points left, PI points up, etc.', format: 'radians'}
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sides: c.array {title: 'Sides', description: 'Which sides of the target element to point at.'}, {type: 'string', 'enum': ['left', 'right', 'top', 'bottom'], title: 'Side', description: 'A side of the target element to point at.'}
lock: {title: 'Lock', description: 'Whether the interface should be locked so that the player\'s focus is on the script, or specific areas to lock.', type: ['boolean', 'array'], items: {type: 'string', enum: ['surface', 'editor', 'palette', 'hud', 'playback', 'playback-hover', 'level']}}
letterbox: {type: 'boolean', title: 'Letterbox', description: 'Turn letterbox mode on or off. Disables surface and playback controls.'}
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playback: c.object {title: 'Playback', description: 'Control the playback of the level.'},
playing: {type: 'boolean', title: 'Set Playing', description: 'Set whether playback is playing or paused.'}
scrub: c.object {title: 'Scrub', description: 'Scrub the level playback time to a certain point.', default: {offset: 2, duration: 1000, toRatio: 0.5}},
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offset: {type: 'integer', title: 'Offset', description: 'Number of frames by which to adjust the scrub target time.'}
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duration: {type: 'integer', title: 'Duration', description: 'Number of milliseconds over which to scrub time.', minimum: 0, format: 'milliseconds'}
toRatio: {type: 'number', title: 'To Progress Ratio', description: 'Set playback time to a target playback progress ratio.', minimum: 0, maximum: 1}
toTime: {type: 'number', title: 'To Time', description: 'Set playback time to a target playback point, in seconds.', minimum: 0}
toGoal: c.shortString(title: 'To Goal', description: 'Set playback time to when this goal was achieved. (TODO: not implemented.)')
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script: c.object {title: 'Script', description: 'Extra configuration for this action group.'},
duration: {type: 'integer', minimum: 0, title: 'Duration', description: 'How long this script should last in milliseconds. 0 for indefinite.', format: 'milliseconds'}
skippable: {type: 'boolean', title: 'Skippable', description: 'Whether this script shouldn\'t bother firing when the player skips past all current scripts.'}
beforeLoad: {type: 'boolean', title: 'Before Load', description: 'Whether this script should fire before the level is finished loading.'}
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sprites: c.array {title: 'Sprites', description: 'Commands to issue to Sprites on the Surface.'}, SpriteCommandSchema
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surface: c.object {title: 'Surface', description: 'Commands to issue to the Surface itself.'},
focus: c.object {title: 'Camera', description: 'Focus the camera on a specific point on the Surface.', format: 'viewport'},
target: {anyOf: [PointSchema, thang, {type: 'null'}], title: 'Target', description: 'Where to center the camera view.', default: {x: 0, y: 0}}
zoom: {type: 'number', minimum: 0, exclusiveMinimum: true, maximum: 64, title: 'Zoom', description: 'What zoom level to use.'}
duration: {type: 'number', minimum: 0, title: 'Duration', description: 'in ms'}
bounds: c.array {title: 'Boundary', maxItems: 2, minItems: 2, default: [{x: 0, y: 0}, {x: 46, y: 39}], format: 'bounds'}, PointSchema
isNewDefault: {type: 'boolean', format: 'hidden', title: 'New Default', description: 'Set this as new default zoom once scripts end.'} # deprecated
highlight: c.object {title: 'Highlight', description: 'Highlight specific Sprites on the Surface.'},
targets: c.array {title: 'Targets', description: 'Thang IDs of target Sprites to highlight.'}, thang
delay: {type: 'integer', minimum: 0, title: 'Delay', description: 'Delay in milliseconds before the highlight appears.'}
lockSelect: {type: 'boolean', title: 'Lock Select', description: 'Whether to lock Sprite selection so that the player can\'t select/deselect anything.'}
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sound: c.object {title: 'Sound', description: 'Commands to control sound playback.'},
suppressSelectionSounds: {type: 'boolean', title: 'Suppress Selection Sounds', description: 'Whether to suppress selection sounds made from clicking on Thangs.'}
music: c.object {title: 'Music', description: 'Control music playing'},
play: {title: 'Play', type: 'boolean'}
file: c.shortString(title: 'File', enum: ['/music/music_level_1', '/music/music_level_2', '/music/music_level_3', '/music/music_level_4', '/music/music_level_5'])
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ScriptSchema = c.object {
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title: 'Script'
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description: 'A script fires off a chain of notes to interact with the game when a certain event triggers it.'
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required: ['channel']
'default': {channel: 'world:won', noteChain: []}
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},
id: c.shortString(title: 'ID', description: 'A unique ID that other scripts can rely on in their Happens After prereqs, for sequencing.', pattern: '^[a-zA-Z 0-9:\'"_!-]+$') # uniqueness? Ideally this would be just ids-like-this but we have a lot of legacy data.
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channel: c.shortString(title: 'Event', format: 'event-channel', description: 'Event channel this script might trigger for, like "world:won".')
eventPrereqs: c.array {title: 'Event Checks', description: 'Logical checks on the event for this script to trigger.', format: 'event-prereqs'}, EventPrereqSchema
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repeats: {title: 'Repeats', description: 'Whether this script can trigger more than once during a level.', enum: [true, false, 'session']}
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scriptPrereqs: c.array {title: 'Happens After', description: 'Scripts that need to fire first.'},
c.shortString(title: 'ID', description: 'A unique ID of a script.')
notAfter: c.array {title: 'Not After', description: 'Do not run this script if any of these scripts have run.'},
c.shortString(title: 'ID', description: 'A unique ID of a script.')
noteChain: c.array {title: 'Actions', description: 'A list of things that happen when this script triggers.'}, NoteGroupSchema
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LevelThangSchema = c.object {
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title: 'Thang',
description: 'Thangs are any units, doodads, or abstract things that you use to build the level. (\"Thing\" was too confusing to say.)',
format: 'thang'
required: ['id', 'thangType', 'components']
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'default':
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id: 'Boris'
thangType: 'Soldier'
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components: []
},
id: thang # TODO: figure out if we can make this unique and how to set dynamic defaults
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thangType: c.objectId(links: [{rel: 'db', href: '/db/thang.type/{($)}/version'}], title: 'Thang Type', description: 'A reference to the original Thang template being configured.', format: 'thang-type')
components: c.array {title: 'Components', description: 'Thangs are configured by changing the Components attached to them.', uniqueItems: true, format: 'thang-components-array'}, ThangComponentSchema # TODO: uniqueness should be based on 'original', not whole thing
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LevelSystemSchema = c.object {
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title: 'System'
description: 'Configuration for a System that this Level uses.'
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format: 'level-system'
required: ['original', 'majorVersion']
'default':
majorVersion: 0
config: {}
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links: [{rel: 'db', href: '/db/level.system/{(original)}/version/{(majorVersion)}'}]
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},
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original: c.objectId(title: 'Original', description: 'A reference to the original System being configured.', format: 'hidden')
config: c.object {title: 'Configuration', description: 'System-specific configuration properties.', additionalProperties: true, format: 'level-system-configuration'}
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majorVersion: {title: 'Major Version', description: 'Which major version of the System is being used.', type: 'integer', minimum: 0, format: 'hidden'}
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GeneralArticleSchema = c.object {
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title: 'Article'
description: 'Reference to a general documentation article.'
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required: ['original']
format: 'latest-version-reference'
'default':
original: null
majorVersion: 0
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links: [{rel: 'db', href: '/db/article/{(original)}/version/{(majorVersion)}'}]
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},
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original: c.objectId(title: 'Original', description: 'A reference to the original Article.')#, format: 'hidden') # hidden?
majorVersion: {title: 'Major Version', description: 'Which major version of the Article is being used.', type: 'integer', minimum: 0} #, format: 'hidden'} # hidden?
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LevelSchema = c.object {
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title: 'Level'
description: 'A spectacular level which will delight and educate its stalwart players with the sorcery of coding.'
required: ['name']
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'default':
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name: 'Ineffable Wizardry'
description: 'This level is indescribably flarmy.'
tasks: (name: t, complete: false for t in defaultTasks)
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documentation: {}
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scripts: []
thangs: []
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systems: []
victory: {}
type: 'hero'
goals: [
{id: 'ogres-die', name: 'Ogres must die.', killThangs: ['ogres'], worldEndsAfter: 3}
{id: 'humans-survive', name: 'Your hero must survive.', saveThangs: ['Hero Placeholder'], howMany: 1, worldEndsAfter: 3, hiddenGoal: true}
]
concepts: ['basic_syntax']
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}
c.extendNamedProperties LevelSchema # let's have the name be the first property
_.extend LevelSchema.properties,
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description: {title: 'Description', description: 'A short explanation of what this level is about.', type: 'string', maxLength: 65536, format: 'markdown'}
loadingTip: { type: 'string', title: 'Loading Tip', description: 'What to show for this level while it\'s loading.' }
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documentation: c.object {title: 'Documentation', description: 'Documentation articles relating to this level.', required: ['specificArticles', 'generalArticles'], 'default': {specificArticles: [], generalArticles: []}},
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specificArticles: c.array {title: 'Specific Articles', description: 'Specific documentation articles that live only in this level.', uniqueItems: true }, SpecificArticleSchema
generalArticles: c.array {title: 'General Articles', description: 'General documentation articles that can be linked from multiple levels.', uniqueItems: true}, GeneralArticleSchema
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background: c.objectId({format: 'hidden'})
nextLevel: {
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type: 'object',
links: [{rel: 'extra', href: '/db/level/{($)}'}, {rel: 'db', href: '/db/level/{(original)}/version/{(majorVersion)}'}],
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format: 'latest-version-reference',
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title: 'Next Level',
description: 'Reference to the next level players will play after beating this one.'
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}
employerDescription: { type:'string', format: 'markdown', title: 'Employer Description' }
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scripts: c.array {title: 'Scripts', description: 'An array of scripts that trigger based on what the player does and affect things outside of the core level simulation.'}, ScriptSchema
thangs: c.array {title: 'Thangs', description: 'An array of Thangs that make up the level.' }, LevelThangSchema
systems: c.array {title: 'Systems', description: 'Levels are configured by changing the Systems attached to them.', uniqueItems: true }, LevelSystemSchema # TODO: uniqueness should be based on 'original', not whole thing
victory: c.object {title: 'Victory Screen'}, {
body: {type: 'string', format: 'markdown', title: 'Body Text', description: 'Inserted into the Victory Modal once this level is complete. Tell the player they did a good job and what they accomplished!'},
i18n: {type: 'object', format: 'i18n', props: ['body'], description: 'Help translate this victory message'}
}
i18n: {type: 'object', format: 'i18n', props: ['name', 'description', 'loadingTip'], description: 'Help translate this level'}
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icon: {type: 'string', format: 'image-file', title: 'Icon'}
banner: {type: 'string', format: 'image-file', title: 'Banner'}
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goals: c.array {title: 'Goals', description: 'An array of goals which are visible to the player and can trigger scripts.'}, GoalSchema
type: c.shortString(title: 'Type', description: 'What kind of level this is.', 'enum': ['campaign', 'ladder', 'ladder-tutorial', 'hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder'])
terrain: c.terrainString
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showsGuide: c.shortString(title: 'Shows Guide', description: 'If the guide is shown at the beginning of the level.', 'enum': ['first-time', 'always'])
requiresSubscription: {title: 'Requires Subscription', description: 'Whether this level is available to subscribers only.', type: 'boolean'}
tasks: c.array {title: 'Tasks', description: 'Tasks to be completed for this level.', default: (name: t for t in defaultTasks)}, c.task
helpVideos: c.array {title: 'Help Videos'}, c.object {default: {style: 'eccentric', url: '', free: false}},
style: c.shortString title: 'Style', description: 'Like: original, eccentric, scripted, edited, etc.'
free: {type: 'boolean', title: 'Free', description: 'Whether this video is freely available to all players without a subscription.'}
url: c.url {title: 'URL', description: 'Link to the video on Vimeo.'}
replayable: {type: 'boolean', title: 'Replayable', description: 'Whether this (hero) level infinitely scales up its difficulty and can be beaten over and over for greater rewards.'}
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buildTime: {type: 'number', description: 'How long it has taken to build this level.'}
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# Admin flags
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adventurer: { type: 'boolean' }
practice: { type: 'boolean' }
adminOnly: { type: 'boolean' }
disableSpaces: { type: ['boolean','integer'] }
hidesSubmitUntilRun: { type: 'boolean' }
hidesPlayButton: { type: 'boolean' }
hidesRunShortcut: { type: 'boolean' }
hidesHUD: { type: 'boolean' }
hidesSay: { type: 'boolean' }
hidesCodeToolbar: { type: 'boolean' }
hidesRealTimePlayback: { type: 'boolean' }
backspaceThrottle: { type: 'boolean' }
lockDefaultCode: { type: ['boolean','integer'] }
moveRightLoopSnippet: { type: 'boolean' }
realTimeSpeedFactor: { type: 'number' }
autocompleteFontSizePx: { type: 'number' }
requiredCode: c.array {}, {
type: 'string'
}
suspectCode: c.array {}, {
type: 'object'
properties: {
name: { type: 'string' }
pattern: { type: 'string' }
}
}
requiredGear: { type: 'object', additionalProperties: {
type: 'array'
items: { type: 'string', links: [{rel: 'db', href: '/db/thang.type/{($)}/version'}], format: 'latest-version-original-reference' }
}}
restrictedGear: { type: 'object', additionalProperties: {
type: 'array'
items: { type: 'string', links: [{rel: 'db', href: '/db/thang.type/{($)}/version'}], format: 'latest-version-original-reference' }
}}
allowedHeroes: { type: 'array', items: {
type: 'string', links: [{rel: 'db', href: '/db/thang.type/{($)}/version'}], format: 'latest-version-original-reference'
}}
campaign: c.shortString title: 'Campaign', description: 'Which campaign this level is part of (like "desert").', format: 'hidden' # Automatically set by campaign editor.
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campaignIndex: c.int title: 'Campaign Index', description: 'The 0-based index of this level in its campaign.', format: 'hidden' # Automatically set by campaign editor.
scoreTypes: c.array {title: 'Score Types', description: 'What metric to show leaderboards for.', uniqueItems: true},
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c.shortString(title: 'Score Type', 'enum': ['time', 'damage-taken', 'damage-dealt', 'gold-collected', 'difficulty']) # TODO: good version of LoC; total gear value.
concepts: c.array {title: 'Programming Concepts', description: 'Which programming concepts this level covers.', uniqueItems: true}, c.concept
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c.extendBasicProperties LevelSchema, 'level'
c.extendSearchableProperties LevelSchema
c.extendVersionedProperties LevelSchema, 'level'
c.extendPermissionsProperties LevelSchema, 'level'
c.extendPatchableProperties LevelSchema
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c.extendTranslationCoverageProperties LevelSchema
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module.exports = LevelSchema
# To test:
# 1: Copy the schema from http://localhost:3000/db/level/schema
# 2. Open up the Treema demo page http://localhost:9090/demo.html
# 3. tv4.addSchema(metaschema.id, metaschema)
# 4. S = <paste big schema here>
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# 5. tv4.validateMultiple(S, metaschema) and look for errors