codecombat/app/schemas/models/level.coffee

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c = require './../schemas'
ThangComponentSchema = require './thang_component'
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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' }
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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': ['humans']}, thang
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
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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: 'Captain Anya'}},
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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'], 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}
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rotation: {type: 'number', minimum: 0, title: 'Rotation', description: 'Rotation of the pointing arrow, in radians. PI / 2 points left, PI points up, etc.'}
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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},
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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.') # uniqueness?
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.'
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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: 'Humans must survive.', saveThangs: ['humans'], howMany: 1, worldEndsAfter: 3, hiddenGoal: true}
]
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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'}
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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'}
}
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i18n: {type: 'object', format: 'i18n', props: ['name', 'description'], description: 'Help translate this level'}
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'])
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'])
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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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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