Skip to main content

tiger_lib/vic3/data/
combat_units.rs

1use crate::block::Block;
2use crate::db::{Db, DbKind};
3use crate::everything::Everything;
4use crate::game::GameFlags;
5use crate::item::{Item, ItemLoader};
6use crate::modif::validate_modifs;
7use crate::report::{ErrorKey, warn};
8use crate::scopes::Scopes;
9use crate::token::Token;
10use crate::tooltipped::Tooltipped;
11use crate::validate::validate_possibly_named_color;
12use crate::validator::Validator;
13use crate::vic3::modif::ModifKinds;
14use crate::vic3::tables::modifs::maybe_warn_modifiable_capitalization;
15
16#[derive(Clone, Debug)]
17pub struct CombatUnit {}
18
19inventory::submit! {
20    ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnit, CombatUnit::add)
21}
22
23impl CombatUnit {
24    pub fn add(db: &mut Db, key: Token, block: Block) {
25        db.add(Item::CombatUnit, key, block, Box::new(Self {}));
26    }
27}
28
29impl DbKind for CombatUnit {
30    // This whole item type is undocumented.
31    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
32        maybe_warn_modifiable_capitalization(key);
33
34        data.verify_exists(Item::Localization, key);
35        let loca = format!("{key}_desc");
36        data.verify_exists_implied(Item::Localization, &loca, key);
37
38        let mut vd = Validator::new(block, data);
39        vd.req_field("group");
40        vd.req_field("combat_unit_image");
41
42        vd.field_item("group", Item::CombatUnitGroup);
43        vd.field_integer("max_manpower");
44        vd.field_numeric("supply_capacity");
45        vd.field_bool("conscript_peasant_levies");
46        vd.multi_field_validated_block("battle_modifier", |block, data| {
47            let vd = Validator::new(block, data);
48            validate_modifs(block, data, ModifKinds::Unit, vd);
49        });
50        vd.multi_field_validated_block("upkeep_modifier", |block, data| {
51            let vd = Validator::new(block, data);
52            validate_modifs(block, data, ModifKinds::Goods, vd);
53        });
54        vd.multi_field_validated_block("formation_modifier", |block, data| {
55            let vd = Validator::new(block, data);
56            validate_modifs(block, data, ModifKinds::MilitaryFormation, vd);
57        });
58        vd.field_trigger_rooted("can_build_conscript", Tooltipped::No, Scopes::Country);
59        vd.multi_field_list_items("unlocking_technologies", Item::Technology);
60        let mut seen_unconditional = None;
61        vd.multi_field_validated_key_block("combat_unit_image", |key, block, data| {
62            if let Some(unconditional) = &seen_unconditional {
63                let msg = "there was a previous `combat_unit_image` without a trigger, so this one will not be used";
64                let info = "try moving that one to the end";
65                warn(ErrorKey::Validation).msg(msg).info(info).loc(key).loc_msg(unconditional, "previous").push();
66            }
67            let mut vd = Validator::new(block, data);
68            vd.field_trigger_rooted("trigger", Tooltipped::No, Scopes::Culture);
69            if !block.has_key("trigger") {
70                seen_unconditional = Some(key.clone());
71            }
72            vd.field_item("texture", Item::File);
73        });
74        if seen_unconditional.is_none() {
75            let msg = "there should be a `combat_unit_image` with no trigger as a fallback";
76            warn(ErrorKey::Validation).msg(msg).loc(key).push();
77        }
78        vd.field_list_items("upgrades", Item::CombatUnit);
79    }
80}
81
82#[derive(Clone, Debug)]
83pub struct CombatUnitGroup {}
84
85inventory::submit! {
86    ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnitGroup, CombatUnitGroup::add)
87}
88
89impl CombatUnitGroup {
90    pub fn add(db: &mut Db, key: Token, block: Block) {
91        db.add(Item::CombatUnitGroup, key, block, Box::new(Self {}));
92    }
93}
94
95impl DbKind for CombatUnitGroup {
96    // This whole item type is undocumented.
97    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
98        data.verify_exists(Item::TextIcon, key);
99        data.verify_exists(Item::Localization, key);
100        let loca = format!("{key}_desc");
101        data.verify_exists_implied(Item::Localization, &loca, key);
102
103        let mut vd = Validator::new(block, data);
104        vd.field_choice("type", &["army", "navy"]);
105        vd.field_integer("manpower_max");
106        vd.field_bool("default_group");
107        vd.field_validated("color", validate_possibly_named_color);
108        vd.field_item("icon", Item::File);
109    }
110}
111
112#[derive(Clone, Debug)]
113pub struct CombatUnitExperienceLevel {}
114
115inventory::submit! {
116    ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnitExperienceLevel, CombatUnitExperienceLevel::add)
117}
118
119impl CombatUnitExperienceLevel {
120    pub fn add(db: &mut Db, key: Token, block: Block) {
121        db.add(Item::CombatUnitExperienceLevel, key, block, Box::new(Self {}));
122    }
123}
124
125impl DbKind for CombatUnitExperienceLevel {
126    // This whole item type is undocumented.
127    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
128        data.verify_exists(Item::Localization, key);
129
130        let mut vd = Validator::new(block, data);
131        // TODO: is there a requirement for levels to be consecutive?
132        vd.field_integer("level");
133        vd.field_item("icon", Item::File);
134        vd.field_integer("needed_experience");
135        vd.field_validated_block("unit_modifier", |block, data| {
136            let vd = Validator::new(block, data);
137            validate_modifs(block, data, ModifKinds::Unit, vd);
138        });
139    }
140}