use crate::block::Block;
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::modif::{validate_modifs, ModifKinds};
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::trigger::validate_trigger;
use crate::validator::{Builder, Validator};
#[derive(Clone, Debug)]
pub struct MobilizationOption {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::MobilizationOption, MobilizationOption::add)
}
impl MobilizationOption {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::MobilizationOption, key, block, Box::new(Self {}));
}
}
impl DbKind for MobilizationOption {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
let sc_builder: &Builder = &|key: &Token| {
let mut sc = ScopeContext::new(Scopes::Country, key);
sc.define_name("military_formation", Scopes::MilitaryFormation, key);
sc
};
data.verify_exists(Item::Localization, key);
let loca = format!("{key}_desc");
data.verify_exists_implied(Item::Localization, &loca, key);
vd.field_choice("military_formation_type", &["army"]);
vd.field_item("group", Item::MobilizationOptionGroup);
vd.field_item("texture", Item::File);
vd.field_list_items("unlocking_technologies", Item::Technology);
vd.field_list_items("unlocking_laws", Item::LawType);
vd.field_list_items("unlocking_principles", Item::Principle); vd.field_validated_key_block("is_shown", |key, block, data| {
validate_trigger(block, data, &mut sc_builder(key), Tooltipped::No);
});
vd.field_validated_key_block("possible", |key, block, data| {
validate_trigger(block, data, &mut sc_builder(key), Tooltipped::Yes);
});
vd.field_validated_key_block("can_be_turned_off", |key, block, data| {
validate_trigger(block, data, &mut sc_builder(key), Tooltipped::Yes);
});
for field in &[
"on_activate",
"on_deactivate",
"on_activate_while_mobilized",
"on_deactivate_while_mobilized",
] {
vd.field_validated_key_block(field, |key, block, data| {
let mut sc = ScopeContext::new(Scopes::MilitaryFormation, key);
validate_effect(block, data, &mut sc, Tooltipped::Yes);
});
}
vd.field_validated_block("upkeep_modifier", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::all(), vd);
});
vd.field_validated_block("upkeep_modifier_unscaled", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::all(), vd);
});
vd.field_validated_block("unit_modifier", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, ModifKinds::all(), vd);
});
vd.field_script_value_full("ai_weight", sc_builder, false);
}
}
#[derive(Clone, Debug)]
pub struct MobilizationOptionGroup {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::MobilizationOptionGroup, MobilizationOptionGroup::add)
}
impl MobilizationOptionGroup {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::MobilizationOptionGroup, key, block, Box::new(Self {}));
}
}
impl DbKind for MobilizationOptionGroup {
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);
vd.field_item("icon", Item::File);
vd.field_numeric("weight");
}
}