dfhack/library/proto/BasicApi.proto

110 lines
2.7 KiB
Protocol Buffer

syntax = "proto2";
package dfproto;
option optimize_for = LITE_RUNTIME;
import "Basic.proto";
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// RPC GetVersion : EmptyMessage -> StringMessage
// RPC GetDFVersion : EmptyMessage -> StringMessage
// RPC GetWorldInfo : EmptyMessage -> GetWorldInfoOut
message GetWorldInfoOut {
enum Mode {
MODE_DWARF = 1;
MODE_ADVENTURE = 2;
MODE_LEGENDS = 3;
};
required Mode mode = 1;
required string save_dir = 2;
optional NameInfo world_name = 3;
// Dwarf mode
optional int32 civ_id = 4;
optional int32 site_id = 5;
optional int32 group_id = 6;
optional int32 race_id = 7;
// Adventure mode
optional int32 player_unit_id = 8;
optional int32 player_histfig_id = 9;
repeated int32 companion_histfig_ids = 10;
};
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// RPC ListEnums : EmptyMessage -> ListEnumsOut
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message ListEnumsOut {
repeated EnumItemName material_flags = 1;
repeated EnumItemName inorganic_flags = 2;
repeated EnumItemName unit_flags1 = 3;
repeated EnumItemName unit_flags2 = 4;
repeated EnumItemName unit_flags3 = 5;
repeated EnumItemName unit_labor = 6;
repeated EnumItemName job_skill = 7;
repeated EnumItemName cie_add_tag_mask1 = 8;
repeated EnumItemName cie_add_tag_mask2 = 9;
repeated EnumItemName death_info_flags = 10;
repeated EnumItemName profession = 11;
};
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// RPC ListJobSkills : EmptyMessage -> ListJobSkillsOut
message ListJobSkillsOut {
repeated JobSkillAttr skill = 1;
repeated ProfessionAttr profession = 2;
repeated UnitLaborAttr labor = 3;
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};
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// RPC ListMaterials : ListMaterialsIn -> ListMaterialsOut
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message ListMaterialsIn {
optional BasicMaterialInfoMask mask = 1;
// Specific materials:
repeated BasicMaterialId id_list = 2;
// Complete list by type:
optional bool builtin = 3;
optional bool inorganic = 4;
optional bool creatures = 5;
optional bool plants = 6;
};
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message ListMaterialsOut {
repeated BasicMaterialInfo value = 1;
};
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// RPC ListUnits : ListUnitsIn -> ListUnitsOut
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message ListUnitsIn {
optional BasicUnitInfoMask mask = 1;
// Specific units:
repeated int32 id_list = 2;
// All units matching:
optional bool scan_all = 5;
optional int32 race = 3;
optional int32 civ_id = 4;
optional bool dead = 6; // i.e. passive corpse
optional bool alive = 7; // i.e. not dead or undead
optional bool sane = 8; // not dead, ghost, zombie, or insane
};
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message ListUnitsOut {
repeated BasicUnitInfo value = 1;
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};
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// RPC ListSquads : ListSquadsIn -> ListSquadsOut
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message ListSquadsIn {}
message ListSquadsOut {
repeated BasicSquadInfo value = 1;
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};
// RPC SetUnitLabors : SetUnitLaborsIn -> EmptyMessage
message SetUnitLaborsIn {
repeated UnitLaborState change = 1;
};