use crate::block::Block;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader};
use crate::report::{err, ErrorKey};
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::trigger::validate_trigger;
use crate::validate::validate_possibly_named_color;
use crate::validator::Validator;
#[derive(Clone, Debug)]
pub struct Alert {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::Alert, Alert::add)
}
impl Alert {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::Alert, key, block, Box::new(Self {}));
}
}
impl DbKind for Alert {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
let loca = format!("alert_{key}_name");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("alert_{key}_desc");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("alert_{key}_hint");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("alert_{key}_action");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("{key}_setting_name");
data.verify_exists_implied(Item::Localization, &loca, key);
vd.req_field("script_context");
let mut sc = ScopeContext::new(Scopes::None, key);
if let Some(script_context) = vd.field_value("script_context") {
let mut found = false;
for &(context, s) in SCRIPT_CONTEXTS {
if script_context.is(context) {
sc = ScopeContext::new(s, key);
sc.define_name("actor", Scopes::Country, key);
found = true;
break;
}
}
if !found {
let msg = "unknown script context";
err(ErrorKey::Choice).msg(msg).loc(script_context).push();
}
}
vd.field_item("texture", Item::File);
vd.field_validated_block("valid", |block, data| {
validate_trigger(block, data, &mut sc, Tooltipped::No);
});
vd.req_field_one_of(&["open_panel", "open_popup"]);
vd.field_value("open_panel");
vd.field_value("open_popup");
vd.field_choice("type", &["alert", "important_action", "angry_important_action"]);
vd.field_item("alert_group", Item::AlertGroup);
vd.field_validated("color", validate_possibly_named_color);
}
}
#[derive(Clone, Debug)]
pub struct AlertGroup {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::AlertGroup, AlertGroup::add)
}
impl AlertGroup {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::AlertGroup, key, block, Box::new(Self {}));
}
}
impl DbKind for AlertGroup {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
Validator::new(block, data);
let loca = format!("ag_{key}_name");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("ag_{key}_desc");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("ag_{key}_tooltip");
data.verify_exists_implied(Item::Localization, &loca, key);
}
}
const SCRIPT_CONTEXTS: &[(&str, Scopes)] = &[
("player_country", Scopes::Country),
("player_diplomatic_play", Scopes::DiplomaticPlay),
("player_diplomatic_pact", Scopes::DiplomaticPact),
("player_diplomatic_action", Scopes::DiplomaticAction),
("player_diplomatic_relations", Scopes::DiplomaticRelations),
("player_interest_group", Scopes::InterestGroup),
("player_invaded_state", Scopes::State),
("player_market", Scopes::Market),
("player_naval_invasion", Scopes::NavalInvasion),
("player_involved_market", Scopes::Market),
("player_state", Scopes::State),
("player_building", Scopes::Building),
("player_market_goods", Scopes::MarketGoods),
("player_commander", Scopes::Character),
("player_military_formation", Scopes::MilitaryFormation),
("player_subject", Scopes::Country),
("player_trade_route", Scopes::TradeRoute),
("player_front", Scopes::Front),
("player_war", Scopes::War),
("player_company", Scopes::Company),
("player_state_local_goods", Scopes::StateGoods),
];