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: 60, 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' }
  optional: {title: 'Optional', description: 'Optional goals do not need to be completed for overallStatus to be success.', 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': ['Hero Placeholder']}, 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
  codeProblems: c.array {title: 'Code Problems', description: 'A list of Thang IDs that should not have any code problems, or team names.', uniqueItems: true, minItems: 1, 'default': ['humans']}, thang
  linesOfCode: {title: 'Lines of Code', description: 'A mapping of Thang IDs or teams to how many many lines of code should be allowed (well, statements).', type: 'object', default: {humans: 10}, additionalProperties: {type: 'integer', description: 'How many lines to allow for this Thang.'}}
  html: c.object {title: 'HTML', description: 'A jQuery selector and what its result should be'},
    selector: {type: 'string', description: 'jQuery selector to run on the user HTML, like "h1:first-child"'}
    valueChecks: c.array {title: 'Value checks', description: 'Logical checks on the resulting value for this goal to pass.', format: 'event-prereqs'}, EventPrereqSchema

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: 'Hero Placeholder'}},
  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', 'sound'], 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.', pattern: '^[a-zA-Z 0-9:\'"_!-]+$')  # uniqueness? Ideally this would be just ids-like-this but we have a lot of legacy data.
  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: 'Defeat the ogres.', killThangs: ['ogres'], worldEndsAfter: 3}
      {id: 'humans-survive', name: 'Your hero must survive.', saveThangs: ['Hero Placeholder'], howMany: 1, worldEndsAfter: 3, hiddenGoal: true}
    ]
    concepts: ['basic_syntax']
}
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'}
  studentPlayInstructions: {title: 'Student Play Instructions', description: 'Instructions for game dev levels when students play them.', type: 'string', maxLength: 65536, format: 'markdown'}
  loadingTip: { type: 'string', title: 'Loading Tip', description: 'What to show for this level while it\'s loading.' }
  documentation: c.object {title: 'Documentation', description: 'Documentation articles relating to this level.', '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
    hints: c.array {title: 'Hints', description: 'Tips and tricks to help unstick a player for the level.', uniqueItems: true }, {
      type: 'object'
      properties: {
        body: {type: 'string', title: 'Content', description: 'The body content of the article, in Markdown.', format: 'markdown'}
        i18n: {type: 'object', format: 'i18n', props: ['body'], description: 'Help translate this hint'}
      }
    }
    hintsB: c.array {title: 'HintsB', description: '2nd style of hints for a/b testing significant variations', uniqueItems: true }, {
      type: 'object'
      properties: {
        body: {type: 'string', title: 'Content', description: 'The body content of the article, in Markdown.', format: 'markdown'}
        i18n: {type: 'object', format: 'i18n', props: ['body'], description: 'Help translate this hint'}
      }
    }
  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.'
  }
  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', 'loadingTip', 'studentPlayInstructions'], description: 'Help translate this level'}
  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 type of level this is.', 'enum': ['campaign', 'ladder', 'ladder-tutorial', 'hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev'])
  kind: c.shortString(title: 'Kind', description: 'Similar to type, but just for our organization.', enum: ['demo', 'usage', 'mastery', 'advanced', 'practice', 'challenge'])
  terrain: c.terrainString
  requiresSubscription: {title: 'Requires Subscription', description: 'Whether this level is available to subscribers only.', type: 'boolean'}
  tasks: c.array {title: 'Tasks', description: 'Tasks to be completed for this level.'}, c.task
  helpVideos: c.array {title: 'Help Videos'}, c.object {default: {style: 'eccentric', url: '', free: false}},
    style: c.shortString title: 'Style', description: 'Like: original, eccentric, scripted, edited, etc.'
    free: {type: 'boolean', title: 'Free', description: 'Whether this video is freely available to all players without a subscription.'}
    url: c.url {title: 'URL', description: 'Link to the video on Vimeo.'}
  replayable: {type: 'boolean', title: 'Replayable', description: 'Whether this (hero) level infinitely scales up its difficulty and can be beaten over and over for greater rewards.'}
  buildTime: {type: 'number', description: 'How long it has taken to build this level.'}
  practice: { type: 'boolean' }
  practiceThresholdMinutes: {type: 'number', description: 'Players with larger playtimes may be directed to a practice level.'}
  assessment: { type: ['boolean', 'string'], enum: [true, false, 'open-ended'], description: 'Set to true if this is an assessment level.' }
  primerLanguage: { type: 'string', enum: ['javascript', 'python'], description: 'Programming language taught by this level.' }
  shareable: { title: 'Shareable', type: ['string', 'boolean'], enum: [false, true, 'project'], description: 'Whether the level is not shareable (false), shareable (true), or a sharing-encouraged project level ("project"). Make sure to use "project" for project levels so they show up correctly in the Teacher Dashboard.' }

  # Admin flags
  adventurer: { type: 'boolean' }
  adminOnly: { type: 'boolean' }
  disableSpaces: { type: ['boolean','integer'] }
  hidesSubmitUntilRun: { type: 'boolean' }
  hidesPlayButton: { type: 'boolean' }
  hidesRunShortcut: { type: 'boolean' }
  hidesHUD: { type: 'boolean' }
  hidesSay: { type: 'boolean' }
  hidesCodeToolbar: { type: 'boolean' }
  hidesRealTimePlayback: { type: 'boolean' }
  backspaceThrottle: { type: 'boolean' }
  lockDefaultCode: { type: ['boolean','integer'] }
  moveRightLoopSnippet: { type: 'boolean' }
  realTimeSpeedFactor: { type: 'number' }
  autocompleteFontSizePx: { type: 'number' }
  requiredCode: c.array {}, {
    type: 'string'
  }
  suspectCode: c.array {}, {
    type: 'object'
    properties: {
      name: { type: 'string' }
      pattern: { type: 'string' }
    }
  }
  requiredGear: { type: 'object', title: 'Required Gear', description: 'Slots that should require one of a set array of items for that slot', additionalProperties: {
    type: 'array'
    items: { type: 'string', links: [{rel: 'db', href: '/db/thang.type/{($)}/version'}], format: 'latest-version-original-reference' }
  }}
  restrictedGear: { type: 'object', title: 'Restricted Gear', description: 'Slots that should restrict all of a set array of items for that slot', additionalProperties: {
    type: 'array'
    items: { type: 'string', links: [{rel: 'db', href: '/db/thang.type/{($)}/version'}], format: 'latest-version-original-reference' }
  }}
  requiredProperties: { type: 'array', items: {type: 'string'}, description: 'Names of properties a hero must have equipped to play.', format: 'solution-gear', title: 'Required Properties' }
  restrictedProperties: { type: 'array', items: {type: 'string'}, description: 'Names of properties a hero must not have equipped to play.', title: 'Restricted Properties' }
  recommendedHealth: { type: 'number', minimum: 0, exclusiveMinimum: true, description: 'If set, will show the recommended health to be able to beat this level with the intended main solution to the player when choosing equipment.', format: 'solution-stats', title: 'Recommended Health' }
  allowedHeroes: { type: 'array', title: 'Allowed Heroes', description: 'Which heroes can play this level. For any hero, leave unset.', items: {
    type: 'string', links: [{rel: 'db', href: '/db/thang.type/{($)}/version'}], format: 'latest-version-original-reference'
  }}
  campaign: c.shortString title: 'Campaign', description: 'Which campaign this level is part of (like "desert").', format: 'hidden'  # Automatically set by campaign editor.
  campaignIndex: c.int title: 'Campaign Index', description: 'The 0-based index of this level in its campaign.', format: 'hidden'  # Automatically set by campaign editor.
  scoreTypes: c.array {title: 'Score Types', description: 'What metric to show leaderboards for. Most important one first, not too many (2 is good).', uniqueItems: true}, c.scoreType
  concepts: c.array {title: 'Programming Concepts', description: 'Which programming concepts this level covers.', uniqueItems: true, format: 'concepts-list'}, c.concept
  primaryConcepts: c.array {title: 'Primary Concepts', description: 'The main 1-3 concepts this level focuses on.', uniqueItems: true}, c.concept
  picoCTFProblem: { type: 'string', description: 'Associated picoCTF problem ID, if this is a picoCTF level' }


c.extendBasicProperties LevelSchema, 'level'
c.extendSearchableProperties LevelSchema
c.extendVersionedProperties LevelSchema, 'level'
c.extendPermissionsProperties LevelSchema, 'level'
c.extendPatchableProperties LevelSchema
c.extendTranslationCoverageProperties 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 = <paste big schema here>
# 5. tv4.validateMultiple(S, metaschema) and look for errors
