tiger_lib/vic3/data/
naval_missions.rs1use 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::scopes::Scopes;
8use crate::token::Token;
9use crate::tooltipped::Tooltipped;
10use crate::validator::Validator;
11use crate::vic3::modif::ModifKinds;
12
13#[derive(Clone, Debug)]
14pub struct NavalMissionType {}
15
16inventory::submit! {
17 ItemLoader::Normal(GameFlags::Vic3, Item::NavalMissionType, NavalMissionType::add)
18}
19
20impl NavalMissionType {
21 pub fn add(db: &mut Db, key: Token, block: Block) {
22 db.add(Item::NavalMissionType, key, block, Box::new(Self {}));
23 }
24}
25
26impl DbKind for NavalMissionType {
27 fn validate(&self, key: &Token, block: &Block, data: &Everything) {
28 let mut vd = Validator::new(block, data);
29
30 data.verify_exists(Item::Localization, key);
31 let loca = format!("{key}_desc");
32 data.verify_exists_implied(Item::Localization, &loca, key);
33
34 vd.field_item("icon", Item::File);
35 vd.field_bool("intercept");
36 vd.field_bool("project_power");
37 vd.field_bool("blockade");
38 vd.field_bool("raid_supply");
39 vd.field_bool("protect_supply");
40 vd.field_bool("piracy");
41 vd.field_bool("port_bombardment");
42
43 vd.field_numeric("experience");
44
45 vd.field_list_choice("intercept_targets", &["none", "hostile", "piracy", "all"]);
46 vd.field_list_choice(
47 "piracy_targets",
48 &["none", "hostile", "neutral", "allies", "non_allies", "all"],
49 );
50
51 vd.field_validated_block("modifier", |block, data| {
52 let vd = Validator::new(block, data);
53 validate_modifs(block, data, ModifKinds::MilitaryFormation, vd);
54 });
55 vd.field_validated_block("command_modifier", |block, data| {
56 let vd = Validator::new(block, data);
57 validate_modifs(block, data, ModifKinds::Character, vd);
58 });
59 vd.field_trigger_rooted("potential", Tooltipped::No, Scopes::MilitaryFormation);
60 vd.field_trigger_rooted("possible", Tooltipped::Yes, Scopes::MilitaryFormation);
61
62 vd.field_trigger_rooted("ai_will_do", Tooltipped::No, Scopes::MilitaryFormation);
63 vd.field_script_value_no_breakdown_rooted("ai_weight", Scopes::MilitaryFormation);
64
65 vd.field_item("clicksound", Item::Sound);
68 vd.field_bool("ai_will_cancel_for_transportation");
69 vd.field_numeric("ai_distance_penalty_multiplier");
70 }
71}