use crate::block::Block;
use crate::db::{Db, DbKind};
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader};
use crate::modif::{validate_modifs, ModifKinds};
use crate::token::Token;
use crate::validator::Validator;
#[derive(Clone, Debug)]
pub struct ProductionMethod {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::ProductionMethod, ProductionMethod::add)
}
impl ProductionMethod {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::ProductionMethod, key, block, Box::new(Self {}));
}
}
impl DbKind for ProductionMethod {
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_bool("is_default");
vd.field_bool("low_pop_method");
vd.field_validated_block("country_modifiers", |block, data| {
validate_modifier_block(block, data, ModifKinds::all());
});
vd.field_validated_block("state_modifiers", |block, data| {
validate_modifier_block(block, data, ModifKinds::all());
});
vd.field_validated_block("building_modifiers", |block, data| {
validate_modifier_block(block, data, ModifKinds::all());
});
vd.field_list_items("timed_modifiers", Item::Modifier);
vd.field_list_items("unlocking_laws", Item::LawType);
vd.field_list_items("disallowing_laws", Item::LawType);
vd.field_list_items("unlocking_religions", Item::Religion);
vd.field_list_items("disallowing_religions", Item::Religion);
vd.field_list_items("unlocking_technologies", Item::Technology);
vd.field_list_items("unlocking_production_methods", Item::ProductionMethod);
vd.field_list_items("unlocking_global_technologies", Item::Technology);
vd.field_list_items("unlocking_principles", Item::Principle);
vd.multi_field_item("unlocking_identity", Item::PowerBlocIdentity);
vd.field_numeric("ai_weight");
vd.field_numeric("ai_value");
vd.field_numeric("pollution_generation");
vd.field_integer("city_lights_color_index");
vd.field_item("replacement_if_valid", Item::ProductionMethod);
vd.field_bool("is_hidden_when_unavailable");
vd.multi_field_item("required_input_goods", Item::Goods);
}
}
fn validate_modifier_block(block: &Block, data: &Everything, kinds: ModifKinds) {
let mut vd = Validator::new(block, data);
vd.field_validated_block("workforce_scaled", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, kinds, vd);
});
vd.field_validated_block("level_scaled", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, kinds, vd);
});
vd.field_validated_block("throughput_scaled", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, kinds, vd);
});
vd.field_validated_block("unscaled", |block, data| {
let vd = Validator::new(block, data);
validate_modifs(block, data, kinds, vd);
});
}
#[derive(Clone, Debug)]
pub struct ProductionMethodGroup {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::ProductionMethodGroup, ProductionMethodGroup::add)
}
impl ProductionMethodGroup {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::ProductionMethodGroup, key, block, Box::new(Self {}));
}
#[allow(clippy::unused_self)]
pub fn contains_production_method(
&self,
contains_pm: &Token,
block: &Block,
_data: &Everything,
) -> bool {
if let Some(pms) = block.get_field_list("production_methods") {
return pms.iter().any(|pm| pm == contains_pm);
}
false
}
}
impl DbKind for ProductionMethodGroup {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
data.verify_exists(Item::Localization, key);
if !key.is("pmg_dummy") {
vd.req_field("texture");
}
vd.field_item("texture", Item::File);
vd.field_bool("is_hidden_when_unavailable");
vd.req_field("production_methods");
vd.field_list_items("production_methods", Item::ProductionMethod);
vd.field_choice("ai_selection", &["most_profitable", "most_productive"]);
}
}