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Currently, the client ignores cards in unknown zones, as there is an implicit assumption that the set of zones known by the server and the client are the same. This patch makes it so that the client accept "custom zones" from the server (zones outside the builtin deck, graveyard, exile, sideboard, table, stack and hand zones) using the information from the ServerInfo_CardZone. Moving cards from/into these zones happens through a "View custom zone" action in the Game > Player menu and properly appears in the chat. Note that this patch intentionally does not introduce any support for having the server actually create such zones. Instead, this patch aims to improve backwards compatibility for when we do get to adding this capability in the future, by making sure that current clients will be able to interact with future new zones (even if suboptimally).
32 lines
1.2 KiB
Protocol Buffer
32 lines
1.2 KiB
Protocol Buffer
syntax = "proto2";
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import "serverinfo_card.proto";
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message ServerInfo_Zone {
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enum ZoneType {
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// PrivateZone: Contents of the zone are always visible to the owner,
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// but not to anyone else.
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// PublicZone: Contents of the zone are always visible to anyone.
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// HiddenZone: Contents of the zone are never visible to anyone.
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// However, the owner of the zone can issue a dump_zone command,
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// setting beingLookedAt to true.
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// Cards in a zone with the type HiddenZone are referenced by their
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// list index, whereas cards in any other zone are referenced by their ids.
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//
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// WARNING: Adding new zone types will break compatibility with older
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// clients. Older clients will read new zone types as PrivateZone, which
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// is likely *NOT* what you want.
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PrivateZone = 0;
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PublicZone = 1;
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HiddenZone = 2;
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}
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optional string name = 1;
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optional ZoneType type = 2;
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optional bool with_coords = 3;
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optional sint32 card_count = 4;
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repeated ServerInfo_Card card_list = 5;
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// Reveal top card to all players.
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optional bool always_reveal_top_card = 10;
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// reveal top card to the owner.
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optional bool always_look_at_top_card = 11;
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}
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