use std::cmp::max;
use crate::block::Block;
use crate::ck3::data::scripted_animations::validate_scripted_animation;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::effect::validate_effect;
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader};
use crate::pdxfile::PdxEncoding;
use crate::report::{warn, ErrorKey};
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::trigger::validate_trigger;
use crate::validator::Validator;
#[derive(Clone, Debug)]
pub struct CourtSceneGroup {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Ck3, Item::CourtSceneGroup, CourtSceneGroup::add)
}
impl CourtSceneGroup {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CourtSceneGroup, key, block, Box::new(Self {}));
}
}
impl DbKind for CourtSceneGroup {
fn validate(&self, _key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
vd.field_choice("order_type", &["random", "ascending", "descending"]);
vd.field_choice("position_type", &["dynamic", "static"]);
vd.field_choice("access_type", &["random", "top"]);
vd.field_value("value"); }
}
#[derive(Clone, Debug)]
pub struct CourtSceneRole {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Ck3, Item::CourtSceneRole, CourtSceneRole::add)
}
impl CourtSceneRole {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CourtSceneRole, key, block, Box::new(Self {}));
}
}
impl DbKind for CourtSceneRole {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
let mut sc = ScopeContext::new(Scopes::Character, key);
sc.define_name("ruler", Scopes::Character, key);
vd.field_validated_sc("scripted_animation", &mut sc, validate_scripted_animation);
vd.field_validated_key_block("effect", |key, block, data| {
sc.define_list("characters", Scopes::Character, key);
validate_effect(block, data, &mut sc, Tooltipped::No);
});
vd.field_bool("is_low_priority");
vd.field_item("group", Item::CourtSceneGroup);
}
}
#[derive(Clone, Debug)]
pub struct CourtSceneCulture {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Ck3, Item::CourtSceneCulture, CourtSceneCulture::add)
}
impl CourtSceneCulture {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CourtSceneCulture, key, block, Box::new(Self {}));
}
}
impl DbKind for CourtSceneCulture {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
let mut sc = ScopeContext::new(Scopes::Character, key);
vd.field_validated_block("trigger", |block, data| {
validate_trigger(block, data, &mut sc, Tooltipped::No);
});
}
}
#[derive(Clone, Debug)]
pub struct CourtSceneSetting {}
inventory::submit! {
ItemLoader::Full(GameFlags::Ck3, Item::CourtSceneSetting, PdxEncoding::Utf8OptionalBom, ".txt", true, CourtSceneSetting::add)
}
impl CourtSceneSetting {
pub fn add(db: &mut Db, key: Token, block: Block) {
if !key.is("grandeur_levels") {
db.add(Item::CourtSceneSetting, key, block, Box::new(Self {}));
}
}
}
impl DbKind for CourtSceneSetting {
fn validate(&self, _key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
vd.field_value("name"); vd.field_item("culture", Item::CourtSceneCulture);
vd.field_integer("visual_culture_level");
vd.field_item("cubemap", Item::File);
vd.field_item("environment", Item::File);
vd.field_precise_numeric("audio_culture");
let mut cameras = Vec::new();
vd.field_validated_block("camera", |block, data| {
let mut vd = Validator::new(block, data);
for block in vd.blocks() {
validate_camera(block, data, &mut cameras);
}
if cameras.is_empty() {
let msg = "need at least one camera";
warn(ErrorKey::Validation).msg(msg).loc(block).push();
}
});
#[allow(clippy::cast_possible_wrap)] vd.field_integer_range("default_camera", 0..=max(cameras.len() as i64 - 1, 0));
vd.field_precise_numeric("shadows_fade");
vd.field_precise_numeric("shadows_strength");
vd.field_validated_block("lights", |block, data| {
let mut vd = Validator::new(block, data);
for block in vd.blocks() {
validate_light(block, data);
}
});
vd.field_validated_block("characters", |block, data| {
let mut vd = Validator::new(block, data);
for block in vd.blocks() {
validate_character(block, data, &cameras);
}
});
vd.field_validated_block("assets", |block, data| {
let mut vd = Validator::new(block, data);
for block in vd.blocks() {
validate_asset(block, data);
}
});
vd.field_validated_block("artifacts", |block, data| {
let mut vd = Validator::new(block, data);
for block in vd.blocks() {
validate_artifact(block, data);
}
});
vd.field_validated_block("support_type", |block, data| {
let mut vd = Validator::new(block, data);
vd.unknown_value_fields(|_, value| {
data.verify_exists(Item::Entity, value);
});
});
}
}
fn validate_camera(block: &Block, data: &Everything, cameras: &mut Vec<&'static str>) {
let mut vd = Validator::new(block, data);
vd.req_field("description");
if let Some(token) = vd.field_value("description") {
cameras.push(token.as_str());
}
vd.field_precise_numeric("fov");
vd.field_list_precise_numeric_exactly("position", 3);
vd.field_precise_numeric("pitch");
vd.field_precise_numeric("yaw");
vd.field_list_precise_numeric_exactly("camera_near_far", 2);
vd.field_bool("is_camera_used_for_screenshots");
vd.field_item("royal_court_camera_name_key", Item::Localization);
}
fn validate_light(block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
vd.field_value("description");
vd.field_block("light"); vd.field_block("shadow_camera"); }
fn validate_character(block: &Block, data: &Everything, cameras: &[&'static str]) {
let mut vd = Validator::new(block, data);
vd.field_list_precise_numeric_exactly("position", 3);
vd.field_list_precise_numeric_exactly("rotation", 3);
vd.field_precise_numeric("direction");
vd.field_value("locator"); vd.field_value("description");
if let Some(token) = vd.field_value("camera") {
if !cameras.contains(&token.as_str()) {
warn(ErrorKey::MissingItem).msg("unknown camera").loc(token).push();
}
}
vd.field_list_items("roles", Item::CourtSceneRole);
}
fn validate_asset(block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
vd.field_list_precise_numeric_exactly("position", 3);
vd.field_list_precise_numeric_exactly("rotation", 3);
vd.field_precise_numeric("direction");
vd.field_precise_numeric("scale");
vd.field_value("description");
vd.field_item("asset", Item::Asset);
vd.field_value("roles"); vd.field_item("tag", Item::CourtSceneRole);
}
fn validate_artifact(block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
vd.field_list_precise_numeric_exactly("position", 3);
vd.field_list_precise_numeric_exactly("rotation", 3);
vd.field_precise_numeric("direction");
vd.field_value("locator"); vd.field_item("slot", Item::ArtifactSlot);
}