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_bool("conscript_peasant_levies");
45        vd.multi_field_validated_block("battle_modifier", |block, data| {
46            let vd = Validator::new(block, data);
47            validate_modifs(block, data, ModifKinds::Unit, vd);
48        });
49        vd.multi_field_validated_block("upkeep_modifier", |block, data| {
50            let vd = Validator::new(block, data);
51            validate_modifs(block, data, ModifKinds::Goods, vd);
52        });
53        vd.multi_field_validated_block("formation_modifier", |block, data| {
54            let vd = Validator::new(block, data);
55            validate_modifs(block, data, ModifKinds::MilitaryFormation, vd);
56        });
57        vd.field_trigger_rooted("can_build_conscript", Tooltipped::No, Scopes::Country);
58        vd.multi_field_list_items("unlocking_technologies", Item::Technology);
59        let mut seen_unconditional = None;
60        vd.multi_field_validated_key_block("combat_unit_image", |key, block, data| {
61            if let Some(unconditional) = &seen_unconditional {
62                let msg = "there was a previous `combat_unit_image` without a trigger, so this one will not be used";
63                let info = "try moving that one to the end";
64                warn(ErrorKey::Validation).msg(msg).info(info).loc(key).loc_msg(unconditional, "previous").push();
65            }
66            let mut vd = Validator::new(block, data);
67            vd.field_trigger_rooted("trigger", Tooltipped::No, Scopes::Culture);
68            if !block.has_key("trigger") {
69                seen_unconditional = Some(key.clone());
70            }
71            vd.field_item("texture", Item::File);
72        });
73        if seen_unconditional.is_none() {
74            let msg = "there should be a `combat_unit_image` with no trigger as a fallback";
75            warn(ErrorKey::Validation).msg(msg).loc(key).push();
76        }
77        vd.field_list_items("upgrades", Item::CombatUnit);
78    }
79}
80
81#[derive(Clone, Debug)]
82pub struct CombatUnitGroup {}
83
84inventory::submit! {
85    ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnitGroup, CombatUnitGroup::add)
86}
87
88impl CombatUnitGroup {
89    pub fn add(db: &mut Db, key: Token, block: Block) {
90        db.add(Item::CombatUnitGroup, key, block, Box::new(Self {}));
91    }
92}
93
94impl DbKind for CombatUnitGroup {
95    // This whole item type is undocumented.
96    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
97        data.verify_exists(Item::TextIcon, key);
98        data.verify_exists(Item::Localization, key);
99        let loca = format!("{key}_desc");
100        data.verify_exists_implied(Item::Localization, &loca, key);
101
102        let mut vd = Validator::new(block, data);
103        vd.field_choice("type", &["army", "navy"]);
104        vd.field_integer("manpower_max");
105        vd.field_bool("default_group");
106        vd.field_validated("color", validate_possibly_named_color);
107        vd.field_item("icon", Item::File);
108    }
109}
110
111#[derive(Clone, Debug)]
112pub struct CombatUnitExperienceLevel {}
113
114inventory::submit! {
115    ItemLoader::Normal(GameFlags::Vic3, Item::CombatUnitExperienceLevel, CombatUnitExperienceLevel::add)
116}
117
118impl CombatUnitExperienceLevel {
119    pub fn add(db: &mut Db, key: Token, block: Block) {
120        db.add(Item::CombatUnitExperienceLevel, key, block, Box::new(Self {}));
121    }
122}
123
124impl DbKind for CombatUnitExperienceLevel {
125    // This whole item type is undocumented.
126    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
127        data.verify_exists(Item::Localization, key);
128
129        let mut vd = Validator::new(block, data);
130        // TODO: is there a requirement for levels to be consecutive?
131        vd.field_integer("level");
132        vd.field_item("icon", Item::File);
133        vd.field_integer("needed_experience");
134        vd.field_validated_block("unit_modifier", |block, data| {
135            let vd = Validator::new(block, data);
136            validate_modifs(block, data, ModifKinds::Unit, vd);
137        });
138    }
139}