use crate::block::Block;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::desc::validate_desc;
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader};
use crate::modif::{validate_modifs, ModifKinds};
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 CommanderOrder {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::CommanderOrder, CommanderOrder::add)
}
impl CommanderOrder {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CommanderOrder, key, block, Box::new(Self {}));
}
}
impl DbKind for CommanderOrder {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
data.verify_exists(Item::Localization, key);
let loca = format!("{key}_desc");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("{key}_gerund");
data.verify_exists_implied(Item::Localization, &loca, key);
let loca = format!("{key}_tooltip");
data.verify_exists_implied(Item::Localization, &loca, key);
vd.field_item("texture", Item::File);
vd.field_choice("military_type", &["army", "navy"]);
vd.field_choice(
"ai_usage",
&["advance", "defend", "intercept", "raid_convoys", "escort_convoys"],
);
vd.field_bool("is_basic_order_type");
vd.field_validated_key_block("possible", |key, block, data| {
if block.has_key_recursive("error_check") {
let msg = "error_check is no longer used to control visibility";
let info = "there is now a separate `visible` trigger";
warn(ErrorKey::Removed).msg(msg).info(info).loc(key).push();
}
let mut sc = ScopeContext::new(Scopes::Character, key);
validate_trigger(block, data, &mut sc, Tooltipped::No);
});
vd.field_validated_block("modifier", |block, data| {
let vd = Validator::new(block, data);
let mk = ModifKinds::Battle | ModifKinds::Character | ModifKinds::Unit;
validate_modifs(block, data, mk, vd);
});
vd.field_value("entity_animation");
if block.field_value_is("military_type", "navy") {
vd.field_item("naval_entity", Item::Entity);
} else {
vd.ban_field("naval_entity", || "navy");
}
vd.field_validated_key_block("visible", |key, block, data| {
let mut sc = ScopeContext::new(Scopes::Character, key);
validate_trigger(block, data, &mut sc, Tooltipped::No);
});
vd.field_numeric_range("indicator_position_angle", 0.0..360.0);
vd.field_numeric_range("indicator_position_angle_for_enemy", 0.0..360.0);
vd.field_item("clicksound", Item::Sound);
vd.field_numeric("experience");
let mut sc = ScopeContext::new(Scopes::Character, key);
vd.field_script_value("ai_weight", &mut sc);
}
}
#[derive(Clone, Debug)]
pub struct CommanderRank {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::CommanderRank, CommanderRank::add)
}
impl CommanderRank {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::CommanderRank, key, block, Box::new(Self {}));
}
}
impl DbKind for CommanderRank {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
data.verify_exists(Item::Localization, key);
vd.field_item("texture", Item::File);
vd.field_integer_range("rank_value", 1..);
for field in
&["character_modifier", "general_modifier", "admiral_modifier", "country_modifier"]
{
vd.field_validated_block(field, |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::all(), vd);
});
}
vd.field_validated_block("interest_group_modifier", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::InterestGroup, vd);
});
let mut sc = ScopeContext::new(Scopes::Character, key);
vd.field_validated_sc("title", &mut sc, validate_desc);
}
}