tiger-lib 1.18.0

Library used by the tools ck3-tiger, vic3-tiger, and imperator-tiger. This library holds the bulk of the code for them. It can be built either for ck3-tiger with the feature ck3, or for vic3-tiger with the feature vic3, or for imperator-tiger with the feature imperator, but not both at the same time.
Documentation
use crate::block::Block;
use crate::ck3::data::maa::{
    validate_holding_bonus, validate_terrain_bonus, validate_winter_bonus,
};
use crate::ck3::modif::ModifKinds;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::desc::validate_desc;
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader};
use crate::modif::validate_modifs;
use crate::report::{ErrorKey, err};
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::validator::Validator;

#[derive(Clone, Debug)]
pub struct AccoladeIcon {}

inventory::submit! {
    ItemLoader::Normal(GameFlags::Ck3, Item::AccoladeIcon, AccoladeIcon::add)
}

impl AccoladeIcon {
    pub fn add(db: &mut Db, key: Token, block: Block) {
        db.add(Item::AccoladeIcon, key, block, Box::new(Self {}));
    }
}

impl DbKind for AccoladeIcon {
    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
        let mut vd = Validator::new(block, data);
        let mut sc = ScopeContext::new(Scopes::AccoladeType, key);
        sc.define_name("accolade", Scopes::Accolade, key);

        if let Some(token) = vd.field_value("texture") {
            let pathname = format!("gfx/interface/icons/knight_badge/icons/{token}");
            data.verify_exists_implied(Item::File, &pathname, token);
        }

        vd.field_trigger("potential", Tooltipped::No, &mut sc);
    }
}

#[derive(Clone, Debug)]
pub struct AccoladeName {}

inventory::submit! {
    ItemLoader::Normal(GameFlags::Ck3, Item::AccoladeName, AccoladeName::add)
}

impl AccoladeName {
    pub fn add(db: &mut Db, key: Token, block: Block) {
        db.add(Item::AccoladeName, key, block, Box::new(Self {}));
    }
}

impl DbKind for AccoladeName {
    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
        let mut vd = Validator::new(block, data);
        let mut sc = ScopeContext::new(Scopes::Character, key);
        sc.define_name("owner", Scopes::Character, key);
        sc.define_name("accolade_type", Scopes::AccoladeType, key);

        vd.req_field("key");
        vd.req_field("num_options");

        vd.field_item("key", Item::Localization);
        vd.field_integer("num_options");
        if let Some(key) = block.get_field_value("key")
            && let Some(n) = block.get_field_integer("num_options")
        {
            data.localization.verify_key_has_options(key.as_str(), key, n, "OPTION_");
        }

        let mut count = 0;
        vd.multi_field_validated("option", |bv, data| {
            count += 1;
            validate_desc(bv, data, &mut sc);
        });

        if let Some(n) = block.get_field_integer("num_options")
            && count != n
        {
            let msg = format!("expected {n} `option` blocks, found {count}");
            err(ErrorKey::Validation).msg(msg).loc(block).push();
        }

        vd.field_trigger("potential", Tooltipped::No, &mut sc);

        vd.field_script_value("weight", &mut sc);
    }
}

#[derive(Clone, Debug)]
pub struct AccoladeType {}

inventory::submit! {
    ItemLoader::Normal(GameFlags::Ck3, Item::AccoladeType, AccoladeType::add)
}

impl AccoladeType {
    pub fn add(db: &mut Db, key: Token, block: Block) {
        db.add(Item::AccoladeType, key, block, Box::new(Self {}));
    }
}

impl DbKind for AccoladeType {
    fn add_subitems(&self, _key: &Token, block: &Block, db: &mut Db) {
        if let Some(vec) = block.get_field_list("accolade_categories") {
            for token in vec {
                db.add_flag(Item::AccoladeCategory, token);
            }
        }
        if let Some(block) = block.get_field_block("ranks") {
            for (key, block) in block.iter_definitions() {
                if key.is_integer()
                    && let Some(vec) = block.get_field_list("accolade_parameters")
                {
                    for token in vec {
                        db.add_flag(Item::AccoladeParameter, token);
                    }
                }
            }
        }
    }

    fn validate(&self, key: &Token, block: &Block, data: &Everything) {
        let mut vd = Validator::new(block, data);
        let mut sc = ScopeContext::new(Scopes::Character, key);

        data.verify_exists(Item::Localization, key);
        let loca = format!("{key}_modifier");
        data.verify_exists_implied(Item::Localization, &loca, key);

        vd.field_item("portrait_pose", Item::PortraitAnimation);

        vd.field_item("adjective", Item::Localization);
        vd.field_item("noun", Item::Localization);
        vd.field_trigger("squire_perfect_fit", Tooltipped::No, &mut sc);
        vd.field_trigger("squire_acceptable_fit", Tooltipped::No, &mut sc);
        vd.field_list("accolade_categories");

        vd.advice_field("potential", "removed in 1.19");

        sc.define_name("owner", Scopes::Character, key);
        vd.field_script_value("weight", &mut sc);

        vd.field_validated_block("ranks", |block, data| {
            let mut vd = Validator::new(block, data);
            for (_, block) in vd.integer_blocks() {
                let mut vd = Validator::new(block, data);
                vd.field_validated_block("liege_modifier", |block, data| {
                    let vd = Validator::new(block, data);
                    validate_modifs(block, data, ModifKinds::Character, vd);
                });
                vd.field_validated_block("knight_modifier", |block, data| {
                    let vd = Validator::new(block, data);
                    validate_modifs(block, data, ModifKinds::Character, vd);
                });
                vd.field_validated_block("knight_army_modifier", |block, data| {
                    let vd = Validator::new(block, data);
                    validate_modifs(block, data, ModifKinds::Character, vd);
                });
                vd.field_list_items("men_at_arms", Item::MenAtArms);
                vd.field_validated_block("terrain_bonus", |block, data| {
                    let mut vd = Validator::new(block, data);
                    vd.unknown_block_fields(|key, block| {
                        data.verify_exists(Item::MenAtArms, key);
                        validate_terrain_bonus(block, data);
                    });
                });
                vd.field_validated_block("holding_bonus", |block, data| {
                    let mut vd = Validator::new(block, data);
                    vd.unknown_block_fields(|key, block| {
                        data.verify_exists(Item::MenAtArms, key);
                        validate_holding_bonus(block, data);
                    });
                });
                vd.field_validated_block("winter_bonus", |block, data| {
                    let mut vd = Validator::new(block, data);
                    vd.unknown_block_fields(|key, block| {
                        data.verify_exists(Item::MenAtArms, key);
                        validate_winter_bonus(block, data);
                    });
                });
                vd.field_list_items("accolade_parameters", Item::Localization);
            }
        });

        // undocumented

        vd.field_item("icon", Item::File);
    }
}