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# SessionZero Design Doc
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***© Bellsworne LLC 2025***
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# SessionZero Design Doc `WIP`
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||||
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***Last modified by Christopher Bell on July 14th 2025***
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## Overview
|
||||
SessionZero is designed to be a supplimentary companion app for TTRPG games, both in-person and digital. The core of the system revolves around it's fully data-driven system that uses solely user-generated content, therefore there is no storefront for officially licensed material or systems, and can be used for ANY game system.
|
||||
|
||||
## About SessionZero
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||||
## Definitions:
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- **Game**: A Game is the core of all game sessions, housing all of the game and player data.
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- **Game Template**: A template for a Game containing ***Datapacks***, ***Modules***, and other metadata.
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- **Datapack**: A Datapack is a collection of related ***Datasets***, ***Templates***, used to serve a ***Game*** with data.
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- **Dataset**: A collection of ***SZ Objects*** and associated resource files (images, etc).
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- **SZ Object Template**: A template used to define an ***SZ Object***, like a blueprint, holding a set of fields and their expected value type, as well as allowing fields that can be populated by other ***SZ Objects*** of a defined type/template.
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- **SZ Object**: An "instanced" data object that holds a set of fields and values of various types, defined by an ***SZObjectTemplate***.
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- **Game Character Template**: A special ***SZ Object Template*** for a ***Game Character***, specifying the fields and value type, and serving as the main source of truth for a ***Game***, acting like a "Player Sheet".
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- **Game Character**: A special **SZ Object** instance defined by a ***Game Character Template***.
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- **The Archives**: A database of user-generated-content where users can upload or download data for games.
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- **Module**: A module is akin to a plugin or game modification, and contains application logic/functionality, UI, etc, and can be created and shared by anyone.
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||||
|
||||
SessionZero is a free and open-source TTRPG "companion" application for managing characters, templates, data, and game sessions. It allows you to utilize any TTRPG system by being **completely data-driven** with user-generated content.
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## Features
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## Game
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A 'Game' is the core part of the application. It contains the Character Template and any data needed for the chosen game, as well as all individual player data and session data. These can be ran offline or in an online game session as either the Game Master or just a player. Games also have a built in chat where you can run commands or chat with other players (These chats are not encrypted in any way and are stored in the game's save data).
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||||
SessionZero at its core is all about managing and creating data. Everything from sets of items or NPCs to characters themselves are all user-generated pieces of content that can be used throughout the application.
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### Play-by-Post `WIP`
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A special online-only Game type where gameplay is conducted asyncronously by each player ***`More details are needed for this Game type`***.
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### Data Types
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## Client and Server relation
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The core application is designed to be ran locally with no internet connection or account required. This mainly includes managing offline Games utilizing the data-creation tools, and any other capability provided by Modules.
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The client allows you to Create, View, Manage, Import & Export, and even Download various data types:
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For online games, you connect to the server that is hosting that particular game, and create/use a profile unique to that specific game. This hosting capabilty comes in three forms, a self-hostable dedicated server, a temporary server ran on the host machine (requires port forwarding and sharing of personal IP address, or alternatively a VPN), or using the official SessionZero server (limited availibily, more details need to be added for possible pricing or if this is even feasible).
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#### Datasets
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Datasets are flexible collections of user-defined data, such as items, NPCs, or monsters.
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- The type and content are completely arbitrary and user-defined.
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- Datasets contain "entries" with custom fields and values.
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- Entries can be linked throughout SessionZero, including in Character Templates.
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For downloading Datapacks, Game Templates, Modules, etc, 'The Archives' is a source of repositories of user-generated data where you can download or share (if you have permission). You can add or remove repository sources within the application.
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#### Characters
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Characters are made up of two parts: The **Template** and the **Character instance**.
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## Modules `WIP`
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##### Template
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The template is the blueprint for a character sheet and is completely user-defined. It allows you to:
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- Create sections with custom fields (e.g., text, numbers, booleans).
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- Set default values for fields.
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- Define calculated values using formulas.
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- Reference entries from one or more Datasets.
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- Create special list-based sections for things like inventories or spellbooks.
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## Data `WIP`
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### TODO
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- How do we redefine the data structure to better handle a dependency tree down the line.
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- Dot (.) Notation should be the way to access items within a dataset (ex. `SessionZero.szcore-test-items.test-item` would grab the 'test-item' SZ Object from the 'SessionZero.szcore-test-items' dataset)
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- Excluding SZ Object instances, all unique id fields must be prefixed with an author name (ex. `SessionZero.szcore-game-template`, where 'SessionZero' is the author, and 'szcore-game-template' is the rest of the unique id)
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##### Character (Instance)
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This is an instance of a character created from a template. You choose a template, fill in the values, and all calculated fields populate automatically.
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> <span style="color:red">All of the following examples are psuedocode and not final</span>
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### Game Sessions
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### Game Template
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```ini
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[metadata]
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id = SessionZero.szcore-game
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name = SessionZero Core Game Template
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author = SessionZero Team
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description = '''
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SessionZero Core Game Template
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'''
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SessionZero offers a simple yet robust system for managing game sessions. You can manage player characters, handle resources via datasets, use a turn tracker, and more.
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# TODO: figure out how to list dependencies of datapacks, templates, and modules
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[datapacks]
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[templates]
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[modules]
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```
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### Game Object
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```json
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The application supports several modes:
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```
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#### Default (Offline) Mode
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By default, SessionZero works completely offline.
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- You have total ownership over your locally stored session data.
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- Manually manage characters for your players or use it for your own session notes.
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### Datapack
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```ini
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# Proposed metadata for a Datapack
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#### Online Player
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Connect to a SessionZero server to join sessions hosted by others.
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- Access your character sheet, in-game chat, and session notes.
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- All data updates in real-time.
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- Keep private notes in your personal journal for each session.
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[metadata]
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id = SessionZero.szcore-datapack
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name = Test Datapack
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author = SessionZero Team
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description = '''
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SessionZero Test Datapack
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'''
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# TODO: reference to datasets and templates
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```
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#### Online Game Master
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Host an online session and invite others to join.
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- Set a character template for the session.
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- Manage all session data (NPCs, items, etc.).
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- Make real-time updates to character sheets.
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- Use tools like in-game chat, commands, and a turn tracker.
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### Dataset
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### SessionZeroDB
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```ini
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# Proposed metadata for a Dataset
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SessionZeroDB is an online repository of user-created SZF data. When enabled, the application can automatically find and download required datasets and templates.
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[metadata]
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id = SessionZero.szcore-test-items
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name = Test Items Dataset
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# The template ID to use for SZ Object instances
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template-id = szcore-item
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# Must match the template datatype
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datatype = item
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author = SessionZero Team
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description = '''
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SessionZero Test Dataset
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'''
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```
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### SZF (SessionZero Format)
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### Sz Object Template
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||||
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SessionZero uses a custom, human-readable data format called SZF for all data types. For more details, read the [SZF Docs](https://sessionzero.app/szf-docs.html).
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||||
```ini
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# Psuedocode for the structure of an SZ Object Template
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## Philosophy
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# TODO: Finish examples of using dependencies and formulas and lists
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### Free
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SessionZero is **FREE**. No account or subscription fees are required for the core application.
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[metadata]
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id = SessionZero.szcore-item
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name = SzCore Item
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# This is an arbitrary value and can be anything (ex. item, npc, weapon, etc.)
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datatype = item
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author = SessionZero Team
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description = '''
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SessionZero Core Item Template
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'''
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# Can also have any custom metadata
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### Open Source
|
||||
SessionZero is first and foremost **open-source software**. We believe in the right to see what's going on behind the scenes.
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# This is a top-level field
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[name]
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# This denotes the field's type (text, number, boolean, formula, reference)
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type = text
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### Offline-First
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By default, SessionZero works **completely offline**. Your data is stored locally on your machine. No account required. No phoning home.
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# This is a field in a "Group"
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[stats.damage]
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type = number
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# An optional default value
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default = 10
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|
||||
### No BS
|
||||
No AI chatbots, no ads, no bloat. We promise.
|
||||
[example]
|
||||
type = reference
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||||
# Denotes that this value is a list of values of the designated type
|
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is-list = true
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# A special thing for reference types to specify what 'datatype' is allowed
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reference-type = item
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||||
# Makes the reference only allowed to be an instance of the specified template
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reference-type-template = szcore-item
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```
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## Online Accounts & Server Connections
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### SZ Object Instance
|
||||
|
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All SessionZero accounts are created and managed on the official SessionZero servers, which is always free.
|
||||
The id field in an SZ Object instance does not need an additional prefix like templates and other abojects, as it will assume the author prefix from the dataset that contains the SZ Object (an SZ Object cannot stand alone, it must be a part of a dataset)
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For hosting and playing in online game sessions, the application lets you choose which server to connect to. This is where the self-host option comes in:
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```json
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{
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"metadata": {
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"id": "test-item",
|
||||
"name": "Test Item",
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||||
"template-id": "SessionZero.szcore-item",
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||||
"datatype": "item",
|
||||
"author": "SessionZero Team",
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||||
"description": "A test item",
|
||||
},
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||||
|
||||
* **Self-Hosted Server (Free):** Host our open-source server backend yourself. This allows you to create and join online sessions without a subscription.
|
||||
* **Official Session Servers (Subscription):** For convenience, connect to the official SessionZero servers. Access for hosting and joining sessions requires a monthly subscription.
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|
||||
## Technical Details
|
||||
- **Client:** Avalonia C#
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||||
- **Server:** ASP.NET, PostgreSQL
|
||||
}
|
||||
```
|
||||
|
||||
661
license.txt
Normal file
661
license.txt
Normal file
@@ -0,0 +1,661 @@
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
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software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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The precise terms and conditions for copying, distribution and
|
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modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
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||||
|
||||
0. Definitions.
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||||
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||||
"This License" refers to version 3 of the GNU Affero General Public License.
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"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
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, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
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 <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
297
new-szf-docs.md
297
new-szf-docs.md
@@ -1,297 +0,0 @@
|
||||
# **Session Zero Format (.szf) Specification**
|
||||
|
||||
## **1. Overview**
|
||||
|
||||
The Session Zero Format (.szf) is a structured, human-readable data format for defining and storing tabletop RPG data, including characters, templates, and game assets. It is designed to be simple to write by hand, easy to parse, and flexible enough to support a wide variety of game systems.
|
||||
|
||||
### **Core Principles**
|
||||
|
||||
* **Human-Readable:** The format uses plain text and a clear, indented structure that is easy to read and edit.
|
||||
* **Structured & Typed:** Data is organized into logical sections with explicitly declared field types defined in templates.
|
||||
* **Extensible:** The format can be extended with new fields and sections without breaking existing parsers.
|
||||
* **Portable:** .szf files are self-contained and can be easily shared and used across different platforms.
|
||||
|
||||
## **2. File Structure**
|
||||
|
||||
Every .szf file consists of three main parts: a **Header**, a **Metadata Section**, and one or more **Content Sections**.
|
||||
|
||||
### **2.1. Header**
|
||||
|
||||
The header is mandatory and must be the first two lines of the file. It declares the file type and the schema version.
|
||||
|
||||
```
|
||||
!type: [file_type]
|
||||
!schema: [schema_version]
|
||||
```
|
||||
|
||||
* **\!type**: Defines the purpose of the file. Valid types are:
|
||||
* dataset: A collection of related game elements (e.g., items, spells).
|
||||
* character\_template: A blueprint defining the structure of a character sheet.
|
||||
* character: An instance of a character created from a template.
|
||||
* session: Data related to a specific game session (future use).
|
||||
* **\!schema**: The version of the .szf specification the file adheres to (e.g., 1.1.0).
|
||||
|
||||
### **2.2. Sections**
|
||||
|
||||
Data is organized into named sections. Sections create a hierarchical structure for organizing related fields.
|
||||
|
||||
**Syntax:** `[SectionName]`
|
||||
|
||||
* SectionName must be a single word, is case-sensitive, and must use **PascalCase** (e.g., AbilityScores, CharacterInfo).
|
||||
|
||||
### **2.3. Nested Sections**
|
||||
|
||||
Sections can be nested to create a logical hierarchy. The dot (.) notation is used to define a parent-child relationship.
|
||||
|
||||
**Syntax:** `[ParentSection.ChildSection]`
|
||||
|
||||
This indicates that ChildSection is a subsection within ParentSection.
|
||||
|
||||
```
|
||||
[AbilityScores]
|
||||
Strength (number) = 10
|
||||
|
||||
[AbilityScores.Modifiers]
|
||||
StrengthMod (calculated) = (AbilityScores.Strength - 10) / 2
|
||||
```
|
||||
|
||||
### **2.4. Fields**
|
||||
|
||||
Fields represent individual pieces of data within a section. Each field has a name, a type, and a value.
|
||||
|
||||
**Syntax:** `FieldName (type) = value`
|
||||
|
||||
* **FieldName**: The name of the field. Must be a single word, is case-sensitive, and must use **PascalCase** (e.g., CharacterName, MaxHealth).
|
||||
* **(type)**: The data type of the field, enclosed in parentheses. See Section 3 for a full list of types.
|
||||
* **=**: The assignment operator.
|
||||
* **value**: The data assigned to the field. The format of the value depends on the field type.
|
||||
|
||||
### **2.5. Comments**
|
||||
|
||||
Comments are denoted by a hash symbol (#) at the beginning of a line. Parsers should ignore comments. In-line comments are not supported yet.
|
||||
|
||||
```
|
||||
# This is a full-line comment.
|
||||
FieldName (text) = Some Value
|
||||
```
|
||||
|
||||
## **3. Field Types**
|
||||
|
||||
The .szf format supports a variety of field types to handle different kinds of data. These types are declared in character_template and dataset files.
|
||||
|
||||
| Type | Description | Example Value |
|
||||
|:---------------------|:----------------------------------------------------------------|:---------------------------------------------|
|
||||
| text | A single line of text. | Elara the Brave |
|
||||
| text-field | A multi-line block of text. | A long sword forged by...\nIt glows faintly. |
|
||||
| number | An integer or floating-point number. | 16 or 3.5 |
|
||||
| bool | A boolean value. | true or false |
|
||||
| calculated | A value derived from a formula. | (Strength - 10) / 2 |
|
||||
| system | A special field that controls application behavior. | |
|
||||
| entry-reference | A reference to a single entry from a dataset. | ClassData or ItemData.Longsword |
|
||||
| entry-reference-list | A comma-separated list of references to entries from a dataset. | CoreFeats.PowerAttack, CoreFeats.Cleave |
|
||||
|
||||
## **4. File Type Specifications**
|
||||
|
||||
### **4.1. Dataset (!type: dataset)**
|
||||
|
||||
A dataset file is a collection of structured entries.
|
||||
|
||||
* **[Metadata] Section**: Contains information about the dataset.
|
||||
* Name (text): The human-readable name of the dataset.
|
||||
* Type (text): The category of the dataset (e.g., items, spells, classes, etc.). This is a completely arbitrary value, and user-definable, but should match the intended use of the dataset.
|
||||
* Guid (text): A globally unique identifier. **Optional**: If left blank, the system can generate one.
|
||||
* Version (text): The semantic version of the dataset.
|
||||
* **[EntryName]/Section**: In datasets, sections are referred to as entries. Each entry represents a specific item, spell, or other game element.
|
||||
* EntryName is the unique key for the entry within the dataset.
|
||||
* Every entry must have a non-empty `Name (text)` field. This is the display name for the entry.
|
||||
|
||||
**Example: CoreItems.szf**
|
||||
```
|
||||
!type: dataset
|
||||
!schema: 1.1.0
|
||||
|
||||
# Metadata for the entire item collection
|
||||
[Metadata]
|
||||
# Required metadata for datasets
|
||||
Name (text) = Core Fantasy Items
|
||||
Type (text) = items
|
||||
Guid (text) = c3d4e5f6-g7h8-9012-cdef-123456789012
|
||||
Version (text) = 1.0.0
|
||||
|
||||
# Optional metadata
|
||||
Author (text) = Fantasy Creator
|
||||
Description (text-field) = A collection of basic items for any fantasy campaign.
|
||||
|
||||
# Definition for a Longsword
|
||||
[Longsword]
|
||||
Name (text) = Longsword
|
||||
Description (text-field) = A standard sword with a long blade and crossguard.
|
||||
Category (text) = Weapon
|
||||
|
||||
[Longsword.Stats]
|
||||
Damage (text) = 1d8 slashing
|
||||
Weight (number) = 3
|
||||
Cost (number) = 15
|
||||
IsMartial (bool) = true
|
||||
```
|
||||
|
||||
### **4.2. Character Template (!type: character_template)**
|
||||
|
||||
A character_template defines the structure, fields, and rules for a character sheet.
|
||||
|
||||
* **[Metadata] Section**: Contains information about the template.
|
||||
* **[RequiredDatasets] Section**: Lists all datasets required by this template.
|
||||
* The field name is a local alias for the dataset (e.g., CoreItems).
|
||||
* The value is a pipe-separated string: DatasetName|GUID|Version.
|
||||
* **[SectionName]**: Defines a section on the character sheet. Contains fields with types and default values.
|
||||
* Subsections can be defined using dot notation (e.g., `[AbilityScores.Modifiers]`).
|
||||
* **System Fields**: Special fields that modify the behavior of sections.
|
||||
* `DatasetType (system)`: Restricts a section to hold references from datasets of a specific type (e.g., `items`).
|
||||
* `DatasetReference (system)`: Restricts a section to hold references from a specific dataset, identified by its alias from `[RequiredDatasets]`.
|
||||
* `AllowQuantity (system)`: When set, allows entry-reference fields within that section to have an associated quantity field.
|
||||
|
||||
**Example: FantasyTemplate.szf**
|
||||
```
|
||||
!type: character_template
|
||||
!schema: 1.1.0
|
||||
|
||||
[Metadata]
|
||||
# Required metadata for character templates
|
||||
Name (text) = Standard Fantasy Character
|
||||
Guid (text) = f9e8d7c6-b5a4-3210-9876-543210fedcba
|
||||
Version (text) = 2.1.0
|
||||
|
||||
# Optional metadata
|
||||
Author (text) = Template Master
|
||||
|
||||
# Datasets needed for this character sheet
|
||||
[Required Datasets]
|
||||
ClassData (text) = Core Classes|aaa-bbb-ccc|1.5.0
|
||||
ItemData (text) = Core Fantasy Items|c3d4e5f6-g7h8-9012-cdef-123456789012|1.0.0
|
||||
WeaponData (text) = Core Weapons|12345678-90ab-cdef-1234567890ab|1.0.0
|
||||
|
||||
# Character information section
|
||||
[Info]
|
||||
CharacterName (text) =
|
||||
# This field expects a single entry from the 'ClassData' dataset.
|
||||
Class (entry-reference) = ClassData
|
||||
|
||||
# Ability scores with default values
|
||||
[AbilityScores]
|
||||
Strength (number) = 10
|
||||
Dexterity (number) = 10
|
||||
|
||||
[AbilityScores.Modifiers]
|
||||
StrengthMod (calculated) = (AbilityScores.Strength - 10) / 2
|
||||
DexterityMod (calculated) = (AbilityScores.Dexterity - 10) / 2
|
||||
|
||||
# An equipment section linked to a specific dataset `WeaponData`
|
||||
# This section can only contain references to entries in the `WeaponData` dataset.
|
||||
[Equipment]
|
||||
DatasetReference (system) = WeaponData
|
||||
|
||||
# An inventory section that can hold multiple items from the `ItemData` dataset.
|
||||
[Inventory]
|
||||
DatasetType (system) = items
|
||||
AllowQuantity (system) = true
|
||||
|
||||
```
|
||||
|
||||
### **4.3. Character (!type: character)**
|
||||
|
||||
A character file is an instance of a character_template filled with specific data. It **only contains values**, as the structure and types are defined by the template.
|
||||
|
||||
* **[Metadata] Section**: Contains information about the character.
|
||||
* TemplateRef (text): A mandatory reference to the source template: TemplateName|GUID|Version.
|
||||
* **Content Sections**: The sections defined in the template are populated with the character's specific values. Field types are not re-declared.
|
||||
|
||||
**Example: Elara.szf**
|
||||
```
|
||||
!type: character
|
||||
!schema: 1.1.0
|
||||
|
||||
[Metadata]
|
||||
# Required metadata for character files
|
||||
Name = Aela the Huntress
|
||||
Guid = a1b2c3d4-e5f6-7890-abcd-ef1234567890
|
||||
Version = 1.0.0
|
||||
TemplateRef = Standard Fantasy Character|f9e8d7c6-b5a4-3210-9876-543210fedcba|2.1.0
|
||||
|
||||
[Info]
|
||||
CharacterName = Aela the Huntress
|
||||
# The value 'Ranger' is an entry from the 'ClassData' dataset,
|
||||
# as specified by the 'Class' field in the template.
|
||||
Class = Ranger
|
||||
|
||||
[AbilityScores]
|
||||
Strength = 16
|
||||
Dexterity = 14
|
||||
|
||||
# Calculated values are not stored in the character file.
|
||||
|
||||
[Equipment]
|
||||
# This section becomes an addable list of items with quantities restricted to the `WeaponData` dataset, as defined in the template.
|
||||
# 'PrimaryWeapon' is a user-defined field name for the item.
|
||||
# The value 'Longsword' refers to the 'Longsword' entry in the 'WeaponData' dataset.
|
||||
PrimaryWeapon = ItemData.Longsword
|
||||
PrimaryWeapon.Quantity = 1
|
||||
|
||||
[Inventory]
|
||||
# This section becomes an addable list of items from any dataset of type 'items', and allows specifying quantities.
|
||||
# 'HealingPotion' and 'HempRope' are user-defined field names for the items,
|
||||
# collected from the 'ItemData' notated by the prefix.
|
||||
HealingPotion = ItemData.HealingPotion
|
||||
HealingPotion.Quantity = 5
|
||||
HempRope = ItemData.HempRope
|
||||
HempRope.Quantity = 2
|
||||
```
|
||||
|
||||
## **5. Advanced Features**
|
||||
|
||||
### **5.1. System Properties**
|
||||
|
||||
System properties are special fields within a character_template that modify the behavior of a section.
|
||||
|
||||
* `DatasetType (system) = type`: Restricts a section to holding references from datasets of a specific type (e.g., items).
|
||||
* `DatasetReference (system) = alias`: Restricts a section to holding references from a specific dataset, identified by its alias from `[RequiredDatasets]`.
|
||||
* **Note:** A section can have DatasetType or DatasetReference, but not both.
|
||||
* `AllowQuantity (system) = true`: When set, allows entry-reference fields within that section to have an associated quantity field.
|
||||
|
||||
### **5.2. Quantity Fields**
|
||||
|
||||
If a template section has `AllowQuantity (system) = true`, a character file can specify a quantity for any item referenced in that section.
|
||||
|
||||
**Syntax:** `ReferenceFieldName.Quantity = value`
|
||||
|
||||
The quantity field's name is constructed by appending .Quantity to the name of the corresponding entry-reference field.
|
||||
|
||||
### **5.3. Calculated Fields**
|
||||
|
||||
Fields of type `calculated` contain formulas that are evaluated by the application.
|
||||
|
||||
* Formulas can reference other fields using dot notation to access other sections (e.g., AbilityScores.Strength).
|
||||
* Supported operations should include basic arithmetic (+, -, *, /), and parentheses for grouping.
|
||||
|
||||
### **5.4. Wildcard Calculations**
|
||||
|
||||
For sections where AllowQuantity is enabled, special wildcard syntax can be used in calculated fields to perform aggregate calculations.
|
||||
|
||||
* `SectionName.*.FieldName`: Refers to the FieldName property of *all* items referenced in SectionName.
|
||||
|
||||
**Example (in a template):**
|
||||
```
|
||||
[Inventory]
|
||||
DatasetType (system) = items
|
||||
AllowQuantity (system) = true
|
||||
TotalWeight (calculated) = Inventory.*.Weight * Inventory.*.Quantity
|
||||
```
|
||||
|
||||
## **6. Best Practices**
|
||||
|
||||
1. **GUIDs:** Leave this blank, and the system will generate a GUID for you. This ensures uniqueness across datasets and templates.
|
||||
If you need to specify one, use a valid GUID format.
|
||||
2. **Versioning:** Use semantic versioning for your files to manage updates and breaking changes.
|
||||
3. **Naming Convention:** Strictly use **PascalCase** for all SectionNames and FieldNames.
|
||||
4. **Nested sections/Sub-sections:** Use dot notation to create logical hierarchies but avoid excessive nesting to maintain readability.
|
||||
5. **Dependencies:** Explicitly list all required datasets in templates.
|
||||
6. **Validation:** Before use, validate that a file's structure is correct and all references are valid.
|
||||
107
readme.md
Normal file
107
readme.md
Normal file
@@ -0,0 +1,107 @@
|
||||
# SessionZero Client
|
||||
|
||||
A free and open-source TTRPG companion app for managing tabletop role-playing games with complete flexibility and control over your data.
|
||||
|
||||
## About
|
||||
|
||||
SessionZero is a cross-platform desktop application built with Godot that helps players and GMs organize their TTRPG sessions. It's designed to be system-agnostic, supporting any tabletop RPG through a modular datapack format.
|
||||
|
||||
### Key Features
|
||||
|
||||
- **System-Agnostic**: Works with any TTRPG system through extensible JSON datapacks
|
||||
- **Full Offline Support**: Play completely offline with local data storage
|
||||
- **Self-Hosted Multiplayer**: Host sessions directly from your machine with P2P networking
|
||||
- **Decentralized Identity**: No accounts required - your identity is a cryptographic key pair you control
|
||||
- **Flexible Networking**: Choose between assisted connection (via optional signaling server) or direct IP connection
|
||||
- **Open Content Format**: Import and create datapacks for characters, campaigns, items, and more
|
||||
|
||||
## Getting Started
|
||||
|
||||
### Prerequisites
|
||||
|
||||
- Godot 4.5.x (for development)
|
||||
- Windows or Linux (macOS support planned)
|
||||
|
||||
### Installation
|
||||
|
||||
**From Release:**
|
||||
1. Download the latest release for your platform
|
||||
2. Extract and run the executable
|
||||
|
||||
**From Source:**
|
||||
1. Clone this repository
|
||||
2. Open the project in Godot 4.5.x
|
||||
3. Run the project or export for your platform
|
||||
|
||||
## How It Works
|
||||
|
||||
### Datapacks
|
||||
|
||||
Content is organized into **datapacks** (.szp files) - portable archives containing:
|
||||
- Character templates and sheets
|
||||
- Campaign/session templates
|
||||
- Datasets (items, NPCs, spells, etc.)
|
||||
- Associated media assets
|
||||
|
||||
### Hosting Sessions
|
||||
|
||||
SessionZero uses a **Host Authority** model where the GM's client acts as the server:
|
||||
|
||||
1. **GM** starts a session using a session template
|
||||
2. **GM** chooses a connection method:
|
||||
- Generate a Session Key for easy joining (requires signaling server)
|
||||
- Share their IP/domain for direct connection
|
||||
3. **Players** join using the Session Key or IP address
|
||||
4. All session data is stored locally on the GM's machine
|
||||
|
||||
### Player Identity
|
||||
|
||||
Instead of traditional accounts, SessionZero uses cryptographic key pairs:
|
||||
- Your **Private Key** (Secret Token) stays on your device and signs all actions
|
||||
- Your **Public Key** (Client ID) identifies you to session hosts
|
||||
- Transfer your identity by copying your Private Key to another device
|
||||
|
||||
|
||||
## Development Roadmap
|
||||
|
||||
### Phase 1: Core Platform (Current)
|
||||
- Local session management
|
||||
- Direct P2P networking
|
||||
- Datapack system implementation
|
||||
- Character and campaign management
|
||||
|
||||
### Phase 2: Advanced Networking
|
||||
- Minimal Signaling Server integration
|
||||
- UDP hole punching with automatic fallbacks
|
||||
- SessionZeroDB content discovery
|
||||
|
||||
### Phase 3: Mobile & Extensions
|
||||
- Web (WASM) application
|
||||
- Mobile applications
|
||||
- Plugin system and API extensions
|
||||
|
||||
## Contributing
|
||||
|
||||
Contributions are welcome! Please read our contributing guidelines before submitting pull requests.
|
||||
|
||||
## Related Projects
|
||||
|
||||
- **SessionZero MSS**: Minimal Signaling Server for assisted P2P connections (separate repository)
|
||||
- **SessionZeroDB**: Federated content indexing service (planned)
|
||||
|
||||
## License
|
||||
|
||||
- **Source Code**: AGPL-3.0 (Affero General Public License)
|
||||
- **User Content**: Creative Commons BY-SA 4.0
|
||||
|
||||
## Support
|
||||
|
||||
For issues, feature requests, or questions:
|
||||
- Open an issue on GitHub
|
||||
- Visit the website [SessionZero.app](https://sessionzero.app)
|
||||
- Check the full design document [Here](sessionzero-design-doc-wip.md)
|
||||
- Join the community on [Discord](https://discord.gg/RgG5HsJNMT)
|
||||
|
||||
---
|
||||
|
||||
**Note**: SessionZero is in active development. Features and APIs may change as the project evolves.
|
||||
Reference in New Issue
Block a user