c = require './../schemas' ThangComponentSchema = require './thang_component' SpecificArticleSchema = c.object() c.extendNamedProperties SpecificArticleSchema # name first 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'} SpecificArticleSchema.displayProperty = 'name' 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'} eventPrereqValueTypes = ['boolean', 'integer', 'number', 'null', 'string'] # not 'object' or 'array' 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']}, 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.') 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? 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} 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' } team: c.shortString(title: 'Team', description: 'Name of the team this goal is for, if it is not for all of the playable teams.') 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 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".') 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'} 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'} 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'}}, id: thang select: {title: 'Select', description: 'Select or deselect this Thang.', type: 'boolean'} say: c.object {title: 'Say', description: 'Make this Thang say a message.', required: ['text'], default: { mood: 'explain' }}, blurb: c.shortString(title: 'Blurb', description: 'A very short message to display above this Thang\'s head. Plain text.', maxLength: 50) mood: c.shortString(title: 'Mood', description: 'The mood with which the Thang speaks.', 'enum': ['explain', 'debrief', 'congrats', 'attack', 'joke', 'tip', 'alarm']) text: {title: 'Text', description: 'A short message to display in the dialogue area. Markdown okay.', type: 'string', maxLength: 400} sound: c.object {title: 'Sound', description: 'A dialogue sound file to accompany the message.', required: ['mp3', 'ogg'] }, mp3: c.shortString(title: 'MP3', format: 'sound-file') ogg: c.shortString(title: 'OGG', format: 'sound-file') 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' } 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'} 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'} 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.') showVictory: { title: 'Show Victory', description: 'Show the done button and maybe also the victory modal.', enum: [true, 'Done Button', 'Done Button And Modal'] # deprecate true, same as 'done_button_and_modal' } 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.'} 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'} 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.'} 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}}, offset: {type: 'integer', title: 'Offset', description: 'Number of frames by which to adjust the scrub target time.'} 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.)') 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.'} sprites: c.array {title: 'Sprites', description: 'Commands to issue to Sprites on the Surface.'}, SpriteCommandSchema 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.'} 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']) ScriptSchema = c.object { title: 'Script' description: 'A script fires off a chain of notes to interact with the game when a certain event triggers it.' required: ['channel'] 'default': {channel: 'world:won', noteChain: []} }, 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 repeats: {title: 'Repeats', description: 'Whether this script can trigger more than once during a level.', enum: [true, false, 'session']} 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 LevelThangSchema = c.object { 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'] 'default': id: 'Boris' thangType: 'Soldier' components: [] }, id: thang # TODO: figure out if we can make this unique and how to set dynamic defaults 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 LevelSystemSchema = c.object { title: 'System' description: 'Configuration for a System that this Level uses.' format: 'level-system' required: ['original', 'majorVersion'] 'default': majorVersion: 0 config: {} links: [{rel: 'db', href: '/db/level.system/{(original)}/version/{(majorVersion)}'}] }, 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'} majorVersion: {title: 'Major Version', description: 'Which major version of the System is being used.', type: 'integer', minimum: 0, format: 'hidden'} GeneralArticleSchema = c.object { title: 'Article' description: 'Reference to a general documentation article.' required: ['original'] format: 'latest-version-reference' 'default': original: null majorVersion: 0 links: [{rel: 'db', href: '/db/article/{(original)}/version/{(majorVersion)}'}] }, 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? LevelSchema = c.object { title: 'Level' description: 'A spectacular level which will delight and educate its stalwart players with the sorcery of coding.' required: ['name'] 'default': name: 'Ineffable Wizardry' description: 'This level is indescribably flarmy.' documentation: {} scripts: [] thangs: [] 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} ] } c.extendNamedProperties LevelSchema # let's have the name be the first property _.extend LevelSchema.properties, description: {title: 'Description', description: 'A short explanation of what this level is about.', type: 'string', maxLength: 65536, format: 'markdown'} documentation: c.object {title: 'Documentation', description: 'Documentation articles relating to this level.', required: ['specificArticles', 'generalArticles'], 'default': {specificArticles: [], generalArticles: []}}, 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 background: c.objectId({format: 'hidden'}) nextLevel: { type: 'object', links: [{rel: 'extra', href: '/db/level/{($)}'}, {rel: 'db', href: '/db/level/{(original)}/version/{(majorVersion)}'}], format: 'latest-version-reference', title: 'Next Level', description: 'Reference to the next level players will play after beating this one.' } employerDescription: { type:'string', format: 'markdown', title: 'Employer Description' } 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'], description: 'Help translate this level'} icon: {type: 'string', format: 'image-file', title: 'Icon'} banner: {type: 'string', format: 'image-file', title: 'Banner'} 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 showsGuide: c.shortString(title: 'Shows Guide', description: 'If the guide is shown at the beginning of the level.', 'enum': ['first-time', 'always']) c.extendBasicProperties LevelSchema, 'level' c.extendSearchableProperties LevelSchema c.extendVersionedProperties LevelSchema, 'level' c.extendPermissionsProperties LevelSchema, 'level' c.extendPatchableProperties LevelSchema 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 = # 5. tv4.validateMultiple(S, metaschema) and look for errors