Cockatrice/libcockatrice_protocol/libcockatrice/protocol/pb/game_commands.proto
2026-07-01 11:20:54 -04:00

197 lines
6.6 KiB
Protocol Buffer

syntax = "proto2";
/// Commands that are sent during a game to change the game state
message GameCommand {
/// Identifies the concrete game command to execute
enum GameCommandType {
/// Kick a player from the game.
/// Server: Server_Game::handleKickFromGame
/// Client: reflected via game state events
KICK_FROM_GAME = 1000;
/// Leave the current game voluntarily.
/// Server: Server_Game::handleLeaveGame
/// Client: reflected via game state events
LEAVE_GAME = 1001;
/// Send an in-game chat message.
/// Server: Server_Game::handleGameSay
/// Client: PlayerEventHandler::eventGameSay
GAME_SAY = 1002;
/// Shuffle a zone (typically the library).
/// Server: Server_Game::handleShuffle
/// Client: PlayerEventHandler::eventShuffle
SHUFFLE = 1003;
/// Take a mulligan at game start.
/// Server: Server_Game::handleMulligan
/// Client: reflected via game state events
MULLIGAN = 1004;
/// Roll one or more dice.
/// Server: Server_Game::handleRollDie
/// Client: PlayerEventHandler::eventRollDie
ROLL_DIE = 1005;
/// Draw cards from the deck.
/// Server: Server_Game::handleDrawCards
/// Client: PlayerEventHandler::eventDrawCards
DRAW_CARDS = 1006;
/// Undo a previous draw action.
/// Server: Server_Game::handleUndoDraw
/// Client: PlayerEventHandler::eventMoveCard (Context_UndoDraw)
UNDO_DRAW = 1007;
/// Flip a card face up or face down.
/// Server: Server_Game::handleFlipCard
/// Client: PlayerEventHandler::eventFlipCard
FLIP_CARD = 1008;
/// Attach one card to another.
/// Server: Server_Game::handleAttachCard
/// Client: PlayerEventHandler::eventAttachCard
ATTACH_CARD = 1009;
/// Create a token card.
/// Server: Server_Game::handleCreateToken
/// Client: PlayerEventHandler::eventCreateToken
CREATE_TOKEN = 1010;
/// Create a visual arrow between objects.
/// Server: Server_Game::handleCreateArrow
/// Client: PlayerEventHandler::eventCreateArrow
CREATE_ARROW = 1011;
/// Delete a visual arrow.
/// Server: Server_Game::handleDeleteArrow
/// Client: PlayerEventHandler::eventDeleteArrow
DELETE_ARROW = 1012;
/// Set a card attribute (e.g. tapped, flipped).
/// Server: Server_Game::handleSetCardAttr
/// Client: PlayerEventHandler::eventSetCardAttr
SET_CARD_ATTR = 1013;
/// Set a counter value on a card.
/// Server: Server_Game::handleSetCardCounter
/// Client: PlayerEventHandler::eventSetCardCounter
SET_CARD_COUNTER = 1014;
/// Increment a counter on a card.
/// Server: Server_Game::handleIncCardCounter
/// Client: PlayerEventHandler::eventSetCardCounter
INC_CARD_COUNTER = 1015;
/// Mark the player as ready to start the game.
/// Server: Server_Game::handleReadyStart
/// Client: reflected via game state events
READY_START = 1016;
/// Concede the game.
/// Server: Server_Game::handleConcede
/// Client: reflected via game state events
CONCEDE = 1017;
/// Increment a global (non-card) counter.
/// Server: Server_Game::handleIncCounter
/// Client: PlayerEventHandler::eventSetCounter
INC_COUNTER = 1018;
/// Create a new global counter.
/// Server: Server_Game::handleCreateCounter
/// Client: PlayerEventHandler::eventCreateCounter
CREATE_COUNTER = 1019;
/// Set a global counter value.
/// Server: Server_Game::handleSetCounter
/// Client: PlayerEventHandler::eventSetCounter
SET_COUNTER = 1020;
/// Delete a global counter.
/// Server: Server_Game::handleDelCounter
/// Client: PlayerEventHandler::eventDelCounter
DEL_COUNTER = 1021;
/// Advance to the next turn.
/// Server: Server_Game::handleNextTurn
/// Client: reflected via active player / phase events
NEXT_TURN = 1022;
/// Set the active phase of the turn.
/// Server: Server_Game::handleSetActivePhase
/// Client: reflected via game state events
SET_ACTIVE_PHASE = 1023;
/// Dump the contents of a zone.
/// Server: Server_Game::handleDumpZone
/// Client: PlayerEventHandler::eventDumpZone
DUMP_ZONE = 1024;
/// Reveal specific cards to players.
/// Server: Server_Game::handleRevealCards
/// Client: PlayerEventHandler::eventRevealCards
REVEAL_CARDS = 1026;
/// Move a card between zones.
/// Server: Server_Game::handleMoveCard
/// Client: PlayerEventHandler::eventMoveCard
MOVE_CARD = 1027;
/// Set the sideboard plan for the game.
/// Server: Server_Game::handleSetSideboardPlan
/// Client: not forwarded as a game event
SET_SIDEBOARD_PLAN = 1028;
/// Select a deck for the game.
/// Server: Server_Game::handleDeckSelect
/// Client: reflected via lobby / game state
DECK_SELECT = 1029;
/// Lock or unlock sideboarding.
/// Server: Server_Game::handleSetSideboardLock
/// Client: reflected via game state
SET_SIDEBOARD_LOCK = 1030;
/// Change zone properties (visibility, reveal-top, etc.).
/// Server: Server_Game::handleChangeZoneProperties
/// Client: PlayerEventHandler::eventChangeZoneProperties
CHANGE_ZONE_PROPERTIES = 1031;
/// Undo a previous concede.
/// Server: Server_Game::handleUnconcede
/// Client: reflected via game state
UNCONCEDE = 1032;
/// Execute a command on behalf of another player.
/// Server: Server_Game::handleJudge
/// Client: transparent (wrapped commands handled normally)
JUDGE = 1033;
/// Reverse the current turn order.
/// Server: Server_Game::handleReverseTurn
/// Client: reflected via subsequent turn events
REVERSE_TURN = 1034;
}
extensions 100 to max;
}
/// A wrapper around a normal game command that allows a privileged user
/// to send a command on behalf of another player.
message Command_Judge {
extend GameCommand {
/// Judge command extension payload
optional Command_Judge ext = 1033;
}
/// The player on whose behalf this command is sent.
optional sint32 target_id = 1 [default = -1];
/// One or more wrapped game commands to execute.
repeated GameCommand game_command = 2;
}