/* Hurry Curry! - a game about cooking Copyright (C) 2025 Hurry Curry! Contributors This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, version 3 of the License only. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . */ export type float = number export type int = number export type Vec2 = [float, float] // x, y (float) export type IVec2 = [int, int] // x, y (integer) export type PlayerID = int // opaque number to identify players. export type ItemIndex = int // index used primarily for item_names in Gamedata export type TileIndex = int // index used primarily for tile_names in Gamedata export type Hand = int export interface MapMetadata { name: string, players: int, difficulty: int, } export interface Gamedata { current_map: string, item_names: string[], // Look-up table for ItemIndex tile_names: string[], // Look-up table for TileIndex tile_collide: TileIndex[], // List of TileIndex that have collision tile_placeable_items: { [key: string /*TileIndex*/]: ItemIndex[] }, // Map from TileIndex to list of ItemIndex which can be placed on that tile. Not set if not restricted tile_placeable_any: TileIndex[], tile_interactable_empty: TileIndex[], // List of TileIndex that have "crate recipes" maps: [string, MapMetadata][], // Metadata for most available maps bot_algos: string[], hand_count: int, } export type PacketS = { type: "join", name: string, character: Character, class: PlayerClass } // Spawns a new character. The server replies with "joined". Dont send it to spectate. | { type: "leave", player: PlayerID } // Despawns a character | { type: "idle", paused: boolean } // Indicates that this player is actively participating in the game right now. | { type: "movement", player: PlayerID, pos: Vec2, dir: Vec2, boost: boolean } | { type: "interact", player: PlayerID, target?: ItemLocation, hand: Hand } // Interact with some tile. pos is a position when pressing and null when releasing interact button | { type: "communicate", player: PlayerID, message?: Message, timeout?: float, pin?: boolean } // Sends a message | { type: "effect", player: PlayerID, name: string } // Sends an effect | { type: "replay_tick", dt: float } // Steps forward in replay. | { type: "ready" } | { type: "keepalive" } export type PacketC = { type: "version", minor: int, major: int, supports_bincode?: boolean } // Sent once after connecting to ensure you client is compatible | { type: "joined", id: PlayerID } // Informs you about the id of the character you spawned | { type: "data", data: Gamedata } // Game data was changed | { type: "add_player", id: PlayerID, name: string, position: Vec2, character: Character, class: PlayerClass } // Somebody else joined (or was already in the game) | { type: "remove_player", id: PlayerID } // Somebody left | { type: "movement", player: PlayerID, pos: Vec2, rot: float, boost: boolean, dir: Vec2 } // Update the movement of a players (your own position is included here) | { type: "movement_sync", player: PlayerID } // Your movement is difference on the server, you should update your position from a `position` packet | { type: "move_item", from: ItemLocation, to: ItemLocation } // Item moved | { type: "set_item", location: ItemLocation, item?: ItemIndex } // the item contained in a tile or player changed | { type: "set_progress", item: ItemLocation, position: float, speed: float, warn: boolean, players: PlayerID[] } // An item is doing something. position goes from 0 to 1, speed unit is in 1 per second | { type: "clear_progress", item: ItemLocation } | { type: "update_map", changes: [IVec2, TileIndex[]][] } // List of position-tiles-pairs of the map that changed | { type: "communicate", player: PlayerID, message?: Message, timeout?: MessageTimeout } // A player wants to communicate something, message is null when cleared | { type: "effect2", location: ItemLocation, name: string } // Player sent an effect | { type: "server_message", message: Message, error: boolean } // Text message from the server | { type: "server_hint", message?: Message, position?: IVec2, player: PlayerID } // Hint message from server with optional position. Message is unset to clear previous message | { type: "score" } & Score // Supplies information for score OSD | { type: "menu" } & Menu // Open a menu on the client-side | { type: "environment", effects: string[] } | { type: "tutorial_ended", item: ItemIndex, player: PlayerID, success: boolean } | { type: "set_ingame", state: boolean, lobby: boolean } // Set to false when entering the game or switching maps | { type: "pause", state: boolean } // Set game paused so clients dont increment timers | { type: "debug" } & DebugEvent // Set game paused so clients dont increment timers | { type: "disconnect", reason: Message } export interface Character { color: int, headwear: int, hairstyle: int } export type Menu = { menu: "score", data: Score } | { menu: "scoreboard", data: Scoreboard } | { menu: "book", data: Book } | { menu: "announce_start" } export interface MessageTimeout { initial: float, remaining: float, pinned: boolean, } export interface Scoreboard { map: string, plays: int, best: ScoreboardEntry } export interface ScoreboardEntry { players: string[], score: Score } export interface Score { points: int, demands_failed: int, demands_completed: int, time_remaining: float, players: int, active_recipes: int, passive_recipes: int, instant_recipes: int, stars: int, } export type Message = { item: ItemIndex } | { tile: TileIndex } | { text: string } | { translation: { id: string, params: Message[] } } export type ItemLocation = { player: [PlayerID, Hand] } | { tile: IVec2 } export type PlayerClass = "chef" | "bot" | "customer" | "tram" export interface Book { pages: BookPage[] } export type BookPage = { page_type: "cover" } | { page_type: "contents", title: Message, table: [Message, int][] } | { page_type: "text", title: Message, paragraphs: Message[] } | { page_type: "recipe", title: Message, description: Message, diagram: Diagram } export interface Diagram { nodes: DiagramNode[] edges: DiagramEdge[] } export interface DiagramNode { position: Vec2, label: Message, style: NodeStyle } export interface DiagramEdge { src: int, dst: int, } export type NodeStyle = "intermediate_product" | "final_product" | "process_active" | "process_passive" | "process_instant" export interface DebugEvent { key: string, color: [float, float, float] display: DebugEventDisplay timeout: float } export type DebugEventDisplay = { ty: "path", points: Vec2[] } | { ty: "label", pos: Vec2, text: string }