tiger_lib/datatype.rs
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//! Validator for the `[ ... ]` code blocks in localization and gui files.
//! The main entry points are the [`validate_datatypes`] function and the [`Datatype`] enum.
use std::borrow::Cow;
use std::fmt::{Display, Formatter};
use std::str::FromStr;
use std::sync::LazyLock;
use phf::phf_map;
use strum_macros::{Display, EnumString};
#[cfg(feature = "ck3")]
use crate::ck3::data::religions::CUSTOM_RELIGION_LOCAS;
use crate::context::ScopeContext;
use crate::data::customloca::CustomLocalization;
use crate::data::localization::Language;
use crate::everything::Everything;
use crate::game::Game;
use crate::helpers::BiTigerHashMap;
use crate::item::Item;
#[cfg(any(feature = "ck3", feature = "vic3"))]
use crate::report::err;
use crate::report::{warn, ErrorKey};
use crate::scopes::Scopes;
use crate::token::Token;
// Load the game-specific datatype definitions
#[cfg(feature = "ck3")]
include!("ck3/tables/include/datatypes.rs");
#[cfg(feature = "vic3")]
include!("vic3/tables/include/datatypes.rs");
#[cfg(feature = "imperator")]
include!("imperator/tables/include/datatypes.rs");
/// All the object types used in `[...]` code in localization and gui files.
///
/// The names exactly match the ones in the `data_types` logs from the games,
/// which is why some of them are lowercase.
/// Most of the variants are generated directly from those logs.
///
/// The enum is divided into the "generic" datatypes, which are valid for all games and which can
/// be referenced directly in code, and the per-game lists of datatypes which are in game-specific
/// wrappers. With a few exceptions, the per-game datatypes are only referenced in the per-game tables
/// of datafunctions and promotes.
///
/// The game-specific datatypes are wrapped because otherwise they would still have name
/// collisions. This is because the list of generic datatypes is only a small selection; there are
/// many more datatypes that are in effect generic but separating them out would be pointless work.
/// (Separating them out would be made harder because the lists of variants are generated from the docs).
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
#[allow(non_camel_case_types)]
pub enum Datatype {
// Synthetic datatypes for our typechecking
Unknown,
AnyScope,
// The generic datatypes
CFixedPoint,
CString,
CUTF8String,
CVector2f,
CVector2i,
CVector3f,
CVector3i,
CVector4f,
CVector4i,
Date,
Scope,
TopScope,
bool,
double,
float,
int16,
int32,
int64,
int8,
uint16,
uint32,
uint64,
uint8,
void,
// Wrappers for the per-game datatypes
#[cfg(feature = "ck3")]
Ck3(Ck3Datatype),
#[cfg(feature = "vic3")]
Vic3(Vic3Datatype),
#[cfg(feature = "imperator")]
Imperator(ImperatorDatatype),
}
static STR_DATATYPE_MAP: phf::Map<&'static str, Datatype> = phf_map! {
"Unknown" => Datatype::Unknown,
"AnyScope" => Datatype::AnyScope,
"CFixedPoint" => Datatype::CFixedPoint,
"CString" => Datatype::CString,
"CUTF8String" => Datatype::CUTF8String,
"CVector2f" => Datatype::CVector2f,
"CVector2i" => Datatype::CVector2i,
"CVector3f" => Datatype::CVector3f,
"CVector3i" => Datatype::CVector3i,
"CVector4f" => Datatype::CVector4f,
"CVector4i" => Datatype::CVector4i,
"Date" => Datatype::Date,
"Scope" => Datatype::Scope,
"TopScope" => Datatype::TopScope,
"bool" => Datatype::bool,
"double" => Datatype::double,
"float" => Datatype::float,
"int16" => Datatype::int16,
"int32" => Datatype::int32,
"int64" => Datatype::int64,
"int8" => Datatype::int8,
"uint16" => Datatype::uint16,
"uint32" => Datatype::uint32,
"uint64" => Datatype::uint64,
"uint8" => Datatype::uint8,
"void" => Datatype::void,
};
impl FromStr for Datatype {
type Err = strum::ParseError;
/// Read a Datatype from a string, without requiring the string to use the game-specific wrappers.
fn from_str(s: &str) -> Result<Self, strum::ParseError> {
STR_DATATYPE_MAP.get(s).copied().ok_or(strum::ParseError::VariantNotFound).or_else(|_| {
match Game::game() {
#[cfg(feature = "ck3")]
Game::Ck3 => Ck3Datatype::from_str(s).map(Datatype::Ck3),
#[cfg(feature = "vic3")]
Game::Vic3 => Vic3Datatype::from_str(s).map(Datatype::Vic3),
#[cfg(feature = "imperator")]
Game::Imperator => ImperatorDatatype::from_str(s).map(Datatype::Imperator),
}
})
}
}
impl Display for Datatype {
/// Convert a `Datatype` to string format, while leaving out the game-specific wrappers.
fn fmt(&self, f: &mut Formatter) -> Result<(), std::fmt::Error> {
// Have to do the generic variants by hand, so that the per-game variants can be done with the macro.
match *self {
Datatype::Unknown => write!(f, "Unknown"),
Datatype::AnyScope => write!(f, "AnyScope"),
Datatype::CFixedPoint => write!(f, "CFixedPoint"),
Datatype::CString => write!(f, "CString"),
Datatype::CUTF8String => write!(f, "CUTF8String"),
Datatype::CVector2f => write!(f, "CVector2f"),
Datatype::CVector2i => write!(f, "CVector2i"),
Datatype::CVector3f => write!(f, "CVector3f"),
Datatype::CVector3i => write!(f, "CVector3i"),
Datatype::CVector4f => write!(f, "CVector4f"),
Datatype::CVector4i => write!(f, "CVector4i"),
Datatype::Date => write!(f, "Date"),
Datatype::Scope => write!(f, "Scope"),
Datatype::TopScope => write!(f, "TopScope"),
Datatype::bool => write!(f, "bool"),
Datatype::double => write!(f, "double"),
Datatype::float => write!(f, "float"),
Datatype::int16 => write!(f, "int16"),
Datatype::int32 => write!(f, "int32"),
Datatype::int64 => write!(f, "int64"),
Datatype::int8 => write!(f, "int8"),
Datatype::uint16 => write!(f, "uint16"),
Datatype::uint32 => write!(f, "uint32"),
Datatype::uint64 => write!(f, "uint64"),
Datatype::uint8 => write!(f, "uint8"),
Datatype::void => write!(f, "void"),
#[cfg(feature = "ck3")]
Datatype::Ck3(dt) => dt.fmt(f),
#[cfg(feature = "vic3")]
Datatype::Vic3(dt) => dt.fmt(f),
#[cfg(feature = "imperator")]
Datatype::Imperator(dt) => dt.fmt(f),
}
}
}
/// A [`CodeChain`] represents the full string between `[` and `]` in gui and localization (except for
/// the trailing format).
/// It consists of a series of codes separated by dots.
///
/// "code" is my name for the things separated by dots. They don't have an official name.
/// They should be a series of "promotes" followed by a final "function",
/// each of which can possibly take arguments. The first code should be "global", meaning it
/// doesn't need a [`Datatype`] from the previous code as input.
///
/// There are a few exceptions that don't take a "function" at the end and are just a list of "promotes".
///
/// A `CodeChain` can also be very simple and consist of a single identifier, which should be a
/// global function because it both starts and ends the chain.
#[derive(Clone, Debug, Default)]
pub struct CodeChain {
pub codes: Box<[Code]>,
}
/// Most codes are just a name followed by another dot or by the end of the code chain.
/// Some have comma-separated arguments between parentheses.
/// Those arguments can be single-quoted strings or other code chains.
#[derive(Clone, Debug)]
pub struct Code {
pub name: Token,
pub arguments: Vec<CodeArg>,
}
/// `CodeArg` represents a single argument of a [`Code`].
#[derive(Clone, Debug)]
pub enum CodeArg {
/// An argument that is itself a [`CodeChain`], though it doesn't need the `[` `]` around it.
Chain(CodeChain),
/// An argument that is a literal string between single quotes. The literal can start with a
/// datatype in front of it between parentheses, such as `'(int32)0'`. If it doesn't start
/// with a datatype, the literal's type will be `CString`.
Literal(Token),
}
impl CodeChain {
#[cfg(feature = "ck3")]
pub fn as_gameconcept(&self) -> Option<&Token> {
if self.codes.len() == 1 && self.codes[0].arguments.is_empty() {
Some(&self.codes[0].name)
} else if self.codes.len() == 1
&& self.codes[0].name.is("Concept")
&& self.codes[0].arguments.len() == 2
{
if let CodeArg::Literal(token) = &self.codes[0].arguments[0] {
Some(token)
} else {
None
}
} else {
None
}
}
}
/// [`Arg`] is the counterpart to [`CodeArg`]. Where `CodeArg` represents an actual argument given
/// in a codechain string, the `Arg` represents what kind of argument is expected by a promote or
/// function.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum Arg {
/// The argument is expected to be a code chain whose final function returns this [`Datatype`],
/// or a literal that is encoded to be of the expected type.
DType(Datatype),
/// The argument is expected to be a literal containing a key to this [`Item`] type, or a code
/// chain that returns a `CString` (in which case the `Item` lookup is not checked).
IType(Item),
}
/// [`Args`] is the list of arguments expected by a given promote or function. The actual arguments
/// from a [`Code`] can be checked against this. The special value `Args::Unknown` means that all
/// arguments are accepted.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum Args {
Unknown,
Args(&'static [Arg]),
}
/// Result from looking up a name in the promotes or functions tables.
#[derive(Copy, Clone, Debug)]
enum LookupResult {
/// The name didn't occur in the table at all.
NotFound,
/// The name was in the table, but not associated with the given [`Datatype`].
WrongType,
/// Found a matching entry.
/// Returns the expected arguments for this promote or function, and its return type.
Found(Args, Datatype),
}
/// Internal function for validating a reference to a custom localization.
///
/// * `token`: The name of the localization.
/// * `scopes`: The scope type of the value being passed in to the custom localization.
/// * `lang`: The language being validated, can be `None` when not applicable (such as in gui files).
/// Many custom localizations are only meant for one language, and the keys they use only need
/// to exist in that language.
fn validate_custom(token: &Token, data: &Everything, scopes: Scopes, lang: Option<Language>) {
data.verify_exists(Item::CustomLocalization, token);
if let Some((key, block)) = data.get_key_block(Item::CustomLocalization, token.as_str()) {
CustomLocalization::validate_custom_call(key, block, data, token, scopes, lang, "", None);
}
}
/// Internal function for validating an argument to a datatype code.
/// If the argument is iself a code chain, this will end up calling `validate_datatypes` recursively.
///
/// * `arg`: The actual argument being supplied.
/// * `sc`: The available named scopes.
/// * `expect_arg`: The form of argument expected by the promote or function.
/// * `lang`: The language of the localization file in which this code appears. This is just passed through.
/// * `format`: The formatting code for this code chain. This just passed through.
fn validate_argument(
arg: &CodeArg,
data: &Everything,
sc: &mut ScopeContext,
expect_arg: Arg,
lang: Option<Language>,
format: Option<&Token>,
) {
match expect_arg {
Arg::DType(expect_type) => {
match arg {
CodeArg::Chain(chain) => {
validate_datatypes(chain, data, sc, expect_type, lang, format, false);
}
CodeArg::Literal(token) => {
if token.as_str().starts_with('(') && token.as_str().contains(')') {
// These unwraps are safe because of the checks in the if condition
let dtype =
token.as_str().split(')').next().unwrap().strip_prefix('(').unwrap();
if dtype == "hex" {
if expect_type != Datatype::Unknown && expect_type != Datatype::int32 {
let msg = format!("expected {expect_type}, got {dtype}");
warn(ErrorKey::Datafunctions).msg(msg).loc(token).push();
}
} else if let Ok(dtype) = Datatype::from_str(dtype) {
if expect_type != Datatype::Unknown && expect_type != dtype {
let msg = format!("expected {expect_type}, got {dtype}");
warn(ErrorKey::Datafunctions).msg(msg).loc(token).push();
}
} else {
let msg = format!("unrecognized datatype {dtype}");
warn(ErrorKey::Datafunctions).msg(msg).loc(token).push();
}
} else if expect_type != Datatype::Unknown && expect_type != Datatype::CString {
let msg = format!("expected {expect_type}, got CString");
warn(ErrorKey::Datafunctions).msg(msg).loc(token).push();
}
}
}
}
Arg::IType(itype) => match arg {
CodeArg::Chain(chain) => {
validate_datatypes(chain, data, sc, Datatype::CString, lang, format, false);
}
CodeArg::Literal(token) => {
data.verify_exists(itype, token);
}
},
}
}
/// Validate a datafunction chain, which is the stuff between [ ] in localization.
/// * `chain` is the parsed datafunction structure.
/// * `sc` is a `ScopeContext` used to evaluate scope references in the datafunctions.
/// If nothing is known about the scope, just pass an empty `ScopeContext` with `set_strict_types(false)`.
/// * `expect_type` is the datatype that should be returned by this chain, can be `Datatype::Unknown` in many cases.
/// * `lang` is set to a specific language if `Custom` references in this chain only need to be defined for one language.
/// It can just be `None` otherwise.
/// * `format` is the formatting code given after `|` in the datatype expression. It's used for
/// checking that game concepts in ck3 have `|E` formats.
/// * `expect_promote` is true iff the chain is expected to end on a promote rather than on a function.
/// Promotes and functions are very similar but they are defined separately in the datafunction tables
/// and usually only a function can end a chain.
pub fn validate_datatypes(
chain: &CodeChain,
data: &Everything,
sc: &mut ScopeContext,
expect_type: Datatype,
lang: Option<Language>,
format: Option<&Token>,
expect_promote: bool,
) {
let mut curtype = Datatype::Unknown;
#[allow(unused_mut)] // imperator does not need the mut
let mut codes = Cow::from(&chain.codes[..]);
#[cfg(any(feature = "ck3", feature = "vic3"))]
let mut macro_count = 0;
// Have to loop with `while` instead of `for` because the array can mutate during the loop because of macro substitution
let mut i = 0;
while i < codes.len() {
#[cfg(any(feature = "ck3", feature = "vic3"))]
if Game::is_ck3() || Game::is_vic3() {
while let Some(binding) = data.data_bindings.get(codes[i].name.as_str()) {
if let Some(replacement) = binding.replace(&codes[i]) {
macro_count += 1;
if macro_count > 255 {
let msg =
format!("substituted data bindings {macro_count} times, giving up");
err(ErrorKey::Macro).msg(msg).loc(&codes[i].name).push();
return;
}
codes.to_mut().splice(i..=i, replacement.codes);
} else {
return;
}
}
}
let code = &codes[i];
let is_first = i == 0;
let is_last = i == codes.len() - 1;
let mut args = Args::Args(&[]);
let mut rtype = Datatype::Unknown;
if code.name.is("") {
// TODO: verify if the game engine is okay with this
warn(ErrorKey::Datafunctions).msg("empty fragment").loc(&code.name).push();
return;
}
let lookup_gf = lookup_global_function(code.name.as_str());
let lookup_gp = lookup_global_promote(code.name.as_str());
let lookup_f = lookup_function(code.name.as_str(), curtype);
let lookup_p = lookup_promote(code.name.as_str(), curtype);
let gf_found = lookup_gf.is_some();
let gp_found = lookup_gp.is_some();
let f_found = !matches!(lookup_f, LookupResult::NotFound);
let p_found = !matches!(lookup_p, LookupResult::NotFound);
let mut found = false;
if is_first && is_last && !expect_promote {
if let Some((xargs, xrtype)) = lookup_gf {
found = true;
args = xargs;
rtype = xrtype;
}
} else if is_first && (!is_last || expect_promote) {
if let Some((xargs, xrtype)) = lookup_gp {
found = true;
args = xargs;
rtype = xrtype;
}
} else if !is_first && (!is_last || expect_promote) {
match lookup_p {
LookupResult::Found(xargs, xrtype) => {
found = true;
args = xargs;
rtype = xrtype;
}
LookupResult::WrongType => {
let msg = format!("{} cannot follow a {curtype} promote", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
LookupResult::NotFound => (),
}
} else if !is_first && is_last && !expect_promote {
match lookup_f {
LookupResult::Found(xargs, xrtype) => {
found = true;
args = xargs;
rtype = xrtype;
}
LookupResult::WrongType => {
let msg = format!("{} cannot follow a {curtype} promote", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
LookupResult::NotFound => (),
}
}
if !found {
// Properly reporting these errors is tricky because `code.name`
// might be found in any or all of the functions and promotes tables.
if is_first && (p_found || f_found) && !gp_found && !gf_found {
let msg = format!("{} cannot be the first in a chain", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
if is_last && (gp_found || p_found) && !gf_found && !f_found && !expect_promote {
let msg = format!("{} cannot be last in a chain", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
if expect_promote && (gf_found || f_found) {
let msg = format!("{} cannot be used in this field", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
if !is_first && (gp_found || gf_found) && !p_found && !f_found {
let msg = format!("{} must be the first in a chain", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
if !is_last && (gf_found || f_found) && !gp_found && !p_found {
let msg = format!("{} must be last in the chain", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
// A catch-all condition if none of the above match
if gp_found || gf_found || p_found || f_found {
let msg = format!("{} is improperly used here", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
}
#[cfg(feature = "vic3")]
// Vic3 allows the three-letter country codes to be used unadorned as datatypes.
if Game::is_vic3()
&& !found
&& is_first
&& data.item_exists(Item::Country, code.name.as_str())
{
found = true;
args = Args::Args(&[]);
rtype = Datatype::Vic3(Vic3Datatype::Country);
}
#[cfg(feature = "imperator")]
if Game::is_imperator()
&& !found
&& is_first
&& data.item_exists(Item::Country, code.name.as_str())
{
found = true;
args = Args::Args(&[]);
rtype = Datatype::Imperator(ImperatorDatatype::Country);
}
// In vic3, game concepts are unadorned, like [concept_ideology]
// Each concept also generates a [concept_ideology_desc]
#[cfg(feature = "vic3")]
if Game::is_vic3()
&& !found
&& is_first
&& is_last
&& code.name.as_str().starts_with("concept_")
{
found = true;
if let Some(concept) = code.name.as_str().strip_suffix("_desc") {
data.verify_exists_implied(Item::GameConcept, concept, &code.name);
} else {
data.verify_exists(Item::GameConcept, &code.name);
}
args = Args::Args(&[]);
rtype = Datatype::CString;
}
#[cfg(feature = "ck3")]
if Game::is_ck3()
&& !found
&& is_first
&& is_last
&& data.item_exists(Item::GameConcept, code.name.as_str())
{
let game_concept_formatting =
format.is_some_and(|fmt| fmt.as_str().contains('E') || fmt.as_str().contains('e'));
// In ck3, allow unadorned game concepts as long as they end with _i
// (which means they are just an icon). This is a heuristic.
// TODO: should also allow unadorned game concepts if inside another format
// Many strings leave out the |E from flavor text and the like.
// if !code.name.as_str().ends_with("_i") && !game_concept_formatting {
// let msg = "game concept should have |E formatting";
// warn(ErrorKey::Localization).weak().msg(msg).loc(&code.name).push();
// }
// If the game concept is also a passed-in scope, the game concept takes precedence.
// This is worth warning about.
// Real life example: [ROOT.Char.Custom2('RelationToMeShort', schemer)]
if sc.is_name_defined(code.name.as_str()).is_some() && !game_concept_formatting {
let msg = format!("`{}` is both a named scope and a game concept here", &code.name);
let info = format!("The game concept will take precedence. Do `{}.Self` if you want the named scope.", &code.name);
warn(ErrorKey::Datafunctions).msg(msg).info(info).loc(&code.name).push();
}
found = true;
args = Args::Args(&[]);
rtype = Datatype::CString;
}
// See if it's a passed-in scope.
// It may still be a passed-in scope even if this check doesn't pass, because sc might be a non-strict scope
// where the scope names are not known. That's handled heuristically below.
if !found && is_first {
if let Some(scopes) = sc.is_name_defined(code.name.as_str()) {
found = true;
args = Args::Args(&[]);
rtype = datatype_from_scopes(scopes);
}
}
// If `code.name` is not found yet, then it can be some passed-in scope we don't know about.
// Unfortunately we don't have a complete list of those, so accept any id that starts
// with a lowercase letter or a number. This is not a foolproof check though.
// TODO: it's in theory possible to build a complete list of possible scope variable names
let first_char = code.name.as_str().chars().next().unwrap();
if !found
&& is_first
&& !sc.is_strict()
&& (first_char.is_lowercase() || first_char.is_ascii_digit())
{
found = true;
args = Args::Args(&[]);
// TODO: this could in theory be reduced to just the scope types.
// That would be valuable for checks because it will find
// the common mistake of using .Var directly after one.
rtype = Datatype::Unknown;
}
// If it's still not found, warn and exit.
if !found {
// TODO: If there is a Custom of the same name, suggest that
let msg = format!("unknown datafunction {}", &code.name);
if let Some(alternative) = lookup_alternative(code.name.as_str()) {
let info = format!("did you mean {alternative}?");
warn(ErrorKey::Datafunctions).msg(msg).info(info).loc(&code.name).push();
} else {
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
}
return;
}
// This `if let` skips this check if args is `Args::Unknown`
if let Args::Args(a) = args {
if a.len() != code.arguments.len() {
let msg = format!(
"{} takes {} arguments but was given {} here",
code.name,
a.len(),
code.arguments.len()
);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
}
// TODO: validate the Faith customs
#[cfg(feature = "ck3")]
if Game::is_ck3()
&& curtype != Datatype::Ck3(Ck3Datatype::Faith)
&& (code.name.is("Custom") && code.arguments.len() == 1)
|| (code.name.is("Custom2") && code.arguments.len() == 2)
{
// TODO: for Custom2, get the datatype of the second argument and use it to initialize scope:second
if let CodeArg::Literal(ref token) = code.arguments[0] {
if let Some(scopes) = scope_from_datatype(curtype) {
validate_custom(token, data, scopes, lang);
} else if (curtype == Datatype::Unknown
|| curtype == Datatype::AnyScope
|| curtype == Datatype::TopScope)
&& !CUSTOM_RELIGION_LOCAS.contains(&token.as_str())
{
// TODO: is a TopScope even valid to pass to .Custom? verify
validate_custom(token, data, Scopes::all(), lang);
}
}
}
#[cfg(feature = "vic3")]
if Game::is_vic3() && code.name.is("GetCustom") && code.arguments.len() == 1 {
if let CodeArg::Literal(ref token) = code.arguments[0] {
if let Some(scopes) = scope_from_datatype(curtype) {
validate_custom(token, data, scopes, lang);
} else if curtype == Datatype::Unknown
|| curtype == Datatype::AnyScope
|| curtype == Datatype::TopScope
{
// TODO: is a TopScope even valid to pass to .GetCustom? verify
validate_custom(token, data, Scopes::all(), lang);
}
}
}
#[cfg(feature = "imperator")]
if Game::is_imperator() && code.name.is("Custom") && code.arguments.len() == 1 {
if let CodeArg::Literal(ref token) = code.arguments[0] {
if let Some(scopes) = scope_from_datatype(curtype) {
validate_custom(token, data, scopes, lang);
} else if curtype == Datatype::Unknown
|| curtype == Datatype::AnyScope
|| curtype == Datatype::TopScope
{
// TODO: is a TopScope even valid to pass to .Custom? verify
validate_custom(token, data, Scopes::all(), lang);
}
}
}
// TODO: vic3 docs say that `Localize` can take a `CustomLocalization` as well
if code.name.is("Localize") && code.arguments.len() == 1 {
if let CodeArg::Literal(ref token) = code.arguments[0] {
// The is_ascii check is to weed out some localizations (looking at you, Russian)
// that do a lot of Localize on already localized strings. There's no reason for
// it, but I guess it makes them happy.
if token.as_str().is_ascii() {
data.localization.verify_exists_lang(token, lang);
}
}
}
if let Args::Args(a) = args {
for (i, arg) in a.iter().enumerate() {
// Handle |E that contain a SelectLocalization that chooses between two gameconcepts
if code.name.is("SelectLocalization") && i > 0 {
if let CodeArg::Chain(chain) = &code.arguments[i] {
if chain.codes.len() == 1
&& chain.codes[0].arguments.is_empty()
&& data.item_exists(Item::GameConcept, chain.codes[0].name.as_str())
{
continue;
}
}
}
validate_argument(&code.arguments[i], data, sc, *arg, lang, format);
}
}
curtype = rtype;
if is_last
&& curtype != Datatype::Unknown
&& expect_type != Datatype::Unknown
&& curtype != expect_type
{
if expect_type == Datatype::AnyScope {
if scope_from_datatype(curtype).is_none() {
let msg =
format!("{} returns {curtype} but a scope type is needed here", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
} else {
let msg =
format!("{} returns {curtype} but a {expect_type} is needed here", code.name);
warn(ErrorKey::Datafunctions).msg(msg).loc(&code.name).push();
return;
}
}
i += 1;
}
}
fn lookup_global_promote(lookup_name: &str) -> Option<(Args, Datatype)> {
let global_promotes_map = match Game::game() {
#[cfg(feature = "ck3")]
Game::Ck3 => &crate::ck3::tables::datafunctions::GLOBAL_PROMOTES_MAP,
#[cfg(feature = "vic3")]
Game::Vic3 => &crate::vic3::tables::datafunctions::GLOBAL_PROMOTES_MAP,
#[cfg(feature = "imperator")]
Game::Imperator => &crate::imperator::tables::datafunctions::GLOBAL_PROMOTES_MAP,
};
if let result @ Some(_) = global_promotes_map.get(lookup_name).copied() {
return result;
}
// Datatypes can be used directly as global promotes, taking their value from the gui context.
if let Ok(dtype) = Datatype::from_str(lookup_name) {
return Some((Args::Args(&[]), dtype));
}
None
}
fn lookup_global_function(lookup_name: &str) -> Option<(Args, Datatype)> {
let global_functions_map = match Game::game() {
#[cfg(feature = "ck3")]
Game::Ck3 => &crate::ck3::tables::datafunctions::GLOBAL_FUNCTIONS_MAP,
#[cfg(feature = "vic3")]
Game::Vic3 => &crate::vic3::tables::datafunctions::GLOBAL_FUNCTIONS_MAP,
#[cfg(feature = "imperator")]
Game::Imperator => &crate::imperator::tables::datafunctions::GLOBAL_FUNCTIONS_MAP,
};
global_functions_map.get(lookup_name).copied()
}
fn lookup_promote_or_function(ltype: Datatype, vec: &[(Datatype, Args, Datatype)]) -> LookupResult {
let mut possible_args = None;
let mut possible_rtype = None;
for (intype, args, rtype) in vec.iter().copied() {
if ltype == Datatype::Unknown {
if possible_rtype.is_none() {
possible_args = Some(args);
possible_rtype = Some(rtype);
} else {
if possible_rtype != Some(rtype) {
possible_rtype = Some(Datatype::Unknown);
}
if possible_args != Some(args) {
possible_args = Some(Args::Unknown);
}
}
} else if ltype == intype {
return LookupResult::Found(args, rtype);
}
}
if ltype == Datatype::Unknown {
LookupResult::Found(possible_args.unwrap(), possible_rtype.unwrap())
} else {
// If it was the right type, it would already have been returned as `Found`, above.
LookupResult::WrongType
}
}
fn lookup_promote(lookup_name: &str, ltype: Datatype) -> LookupResult {
let promotes_map = match Game::game() {
#[cfg(feature = "ck3")]
Game::Ck3 => &crate::ck3::tables::datafunctions::PROMOTES_MAP,
#[cfg(feature = "vic3")]
Game::Vic3 => &crate::vic3::tables::datafunctions::PROMOTES_MAP,
#[cfg(feature = "imperator")]
Game::Imperator => &crate::imperator::tables::datafunctions::PROMOTES_MAP,
};
promotes_map
.get(lookup_name)
.map_or(LookupResult::NotFound, |x| lookup_promote_or_function(ltype, x))
}
fn lookup_function(lookup_name: &str, ltype: Datatype) -> LookupResult {
let functions_map = match Game::game() {
#[cfg(feature = "ck3")]
Game::Ck3 => &crate::ck3::tables::datafunctions::FUNCTIONS_MAP,
#[cfg(feature = "vic3")]
Game::Vic3 => &crate::vic3::tables::datafunctions::FUNCTIONS_MAP,
#[cfg(feature = "imperator")]
Game::Imperator => &crate::imperator::tables::datafunctions::FUNCTIONS_MAP,
};
functions_map
.get(lookup_name)
.map_or(LookupResult::NotFound, |x| lookup_promote_or_function(ltype, x))
}
pub struct CaseInsensitiveStr(pub(crate) &'static str);
impl PartialEq for CaseInsensitiveStr {
fn eq(&self, other: &Self) -> bool {
self.0.eq_ignore_ascii_case(other.0)
}
}
impl Eq for CaseInsensitiveStr {}
impl std::hash::Hash for CaseInsensitiveStr {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.0.to_ascii_lowercase().hash(state);
}
}
/// Find an alternative datafunction to suggest when `lookup_name` has not been found.
/// This is a fairly expensive lookup.
/// Currently it only looks for different-case variants.
// TODO: make it consider misspellings as well
fn lookup_alternative(lookup_name: &'static str) -> Option<&'static str> {
let lowercase_datatype_set = match Game::game() {
#[cfg(feature = "ck3")]
Game::Ck3 => &crate::ck3::tables::datafunctions::LOWERCASE_DATATYPE_SET,
#[cfg(feature = "vic3")]
Game::Vic3 => &crate::vic3::tables::datafunctions::LOWERCASE_DATATYPE_SET,
#[cfg(feature = "imperator")]
Game::Imperator => &crate::imperator::tables::datafunctions::LOWERCASE_DATATYPE_SET,
};
lowercase_datatype_set.get(&CaseInsensitiveStr(lookup_name)).map(|x| x.0)
}
fn datatype_and_scope_map() -> &'static LazyLock<BiTigerHashMap<Datatype, Scopes>> {
match Game::game() {
#[cfg(feature = "ck3")]
Game::Ck3 => &crate::ck3::tables::datafunctions::DATATYPE_AND_SCOPE_MAP,
#[cfg(feature = "vic3")]
Game::Vic3 => &crate::vic3::tables::datafunctions::DATATYPE_AND_SCOPE_MAP,
#[cfg(feature = "imperator")]
Game::Imperator => &crate::imperator::tables::datafunctions::DATATYPE_AND_SCOPE_MAP,
}
}
/// Return the scope type that best matches `dtype`, or `None` if there is no match.
/// Nearly every scope type has a matching datatype, but there are far more datatypes than scope types.
fn scope_from_datatype(dtype: Datatype) -> Option<Scopes> {
datatype_and_scope_map().get_by_left(&dtype).copied()
}
/// Return the datatype that best matches `scopes`, or `Datatype::Unknown` if there is no match.
/// Nearly every scope type has a matching datatype, but there are far more datatypes than scope types.
/// Note that only `Scopes` values that are narrowed down to a single scope type can be matched.
fn datatype_from_scopes(scopes: Scopes) -> Datatype {
datatype_and_scope_map().get_by_right(&scopes).copied().unwrap_or(Datatype::Unknown)
}