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 std::cmp::max;

use crate::block::Block;
use crate::ck3::data::scripted_animations::validate_scripted_animation;
use crate::ck3::tables::misc::SUPPORT_TYPES;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader, LoadAsFile, Recursive};
use crate::pdxfile::PdxEncoding;
use crate::report::{ErrorKey, warn};
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::validator::Validator;

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

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

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

impl DbKind for CourtSceneGroup {
    fn validate(&self, _key: &Token, block: &Block, data: &Everything) {
        let mut vd = Validator::new(block, data);

        vd.field_choice("order_type", &["random", "ascending", "descending"]);
        vd.field_choice("position_type", &["dynamic", "static"]);
        vd.field_choice("access_type", &["random", "top"]);
        vd.field_value("value"); // TODO
    }
}

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

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

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

impl DbKind for CourtSceneRole {
    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("ruler", Scopes::Character, key);

        vd.field_validated_sc("scripted_animation", &mut sc, validate_scripted_animation);
        vd.field_item("camera", Item::PortraitCamera);

        vd.field_effect_rooted("effect", Tooltipped::No, Scopes::Character);

        vd.field_bool("is_low_priority");
        vd.field_item("group", Item::CourtSceneGroup);
    }
}

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

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

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

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

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

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

inventory::submit! {
    ItemLoader::Full(GameFlags::Ck3, Item::CourtSceneSetting, PdxEncoding::Utf8OptionalBom, ".txt", LoadAsFile::Yes, Recursive::No, CourtSceneSetting::add)
}

impl CourtSceneSetting {
    pub fn add(db: &mut Db, key: Token, block: Block) {
        // TODO: validate grandeur_levels.txt as well
        if !key.is("grandeur_levels") {
            db.add(Item::CourtSceneSetting, key, block, Box::new(Self {}));
        }
    }
}

impl DbKind for CourtSceneSetting {
    fn validate(&self, _key: &Token, block: &Block, data: &Everything) {
        let mut vd = Validator::new(block, data);

        vd.field_value("name");
        vd.field_item("culture", Item::CourtSceneCulture);
        vd.field_integer("visual_culture_level");
        vd.field_item("cubemap", Item::File);
        vd.field_item("environment", Item::File);
        vd.field_precise_numeric("audio_culture");

        let mut cameras = Vec::new();
        vd.field_validated_block("camera", |block, data| {
            let mut vd = Validator::new(block, data);
            for block in vd.blocks() {
                validate_camera(block, data, &mut cameras);
            }
            if cameras.is_empty() {
                let msg = "need at least one camera";
                warn(ErrorKey::Validation).msg(msg).loc(block).push();
            }
        });

        #[allow(clippy::cast_possible_wrap)] // We're not going to have 2^63 cameras
        vd.field_integer_range("default_camera", 0..=max(cameras.len() as i64 - 1, 0));
        vd.field_precise_numeric("shadows_fade");
        vd.field_precise_numeric("shadows_strength");

        vd.field_validated_block("lights", |block, data| {
            let mut vd = Validator::new(block, data);
            for block in vd.blocks() {
                validate_light(block, data);
            }
        });

        vd.field_validated_block("characters", |block, data| {
            let mut vd = Validator::new(block, data);
            for block in vd.blocks() {
                validate_character(block, data, &cameras);
            }
        });

        vd.field_validated_block("assets", |block, data| {
            let mut vd = Validator::new(block, data);
            for block in vd.blocks() {
                validate_asset(block, data);
            }
        });

        vd.field_validated_block("artifacts", |block, data| {
            let mut vd = Validator::new(block, data);
            for block in vd.blocks() {
                validate_artifact(block, data);
            }
        });

        vd.field_validated_key_block("support_type", |key, block, data| {
            let mut vd = Validator::new(block, data);
            let mut seen = Vec::new();
            vd.unknown_value_fields(|key, value| {
                if SUPPORT_TYPES.contains(&key.as_str()) {
                    seen.push(key.as_str());
                } else {
                    let msg = format!("expected one of {}", SUPPORT_TYPES.join(", "));
                    warn(ErrorKey::Choice).msg(msg).loc(key).push();
                }
                data.verify_exists(Item::Entity, value);
            });
            for s in SUPPORT_TYPES {
                if !seen.contains(s) {
                    let msg = format!("support type {s} missing");
                    warn(ErrorKey::FieldMissing).msg(msg).loc(key).push();
                }
            }
        });
    }
}

fn validate_camera(block: &Block, data: &Everything, cameras: &mut Vec<&'static str>) {
    let mut vd = Validator::new(block, data);
    vd.req_field("description");
    if let Some(token) = vd.field_value("description") {
        cameras.push(token.as_str());
    }
    vd.field_precise_numeric("fov");
    vd.field_list_precise_numeric_exactly("position", 3);
    vd.field_precise_numeric("pitch");
    vd.field_precise_numeric("yaw");
    vd.field_list_precise_numeric_exactly("camera_near_far", 2);
    vd.field_bool("is_camera_used_for_screenshots");
    vd.field_item("royal_court_camera_name_key", Item::Localization);
}

fn validate_light(block: &Block, data: &Everything) {
    let mut vd = Validator::new(block, data);
    vd.field_value("description");
    vd.field_block("light"); // TODO
    vd.field_block("shadow_camera"); // TODO
}

fn validate_character(block: &Block, data: &Everything, cameras: &[&'static str]) {
    let mut vd = Validator::new(block, data);
    vd.field_list_precise_numeric_exactly("position", 3);
    vd.field_list_precise_numeric_exactly("rotation", 3);
    vd.field_precise_numeric("direction");
    vd.field_value("locator"); // TODO
    vd.field_value("description");
    if let Some(token) = vd.field_value("camera")
        && !cameras.contains(&token.as_str())
    {
        warn(ErrorKey::MissingItem).msg("unknown camera").loc(token).push();
    }
    vd.field_list_items("roles", Item::CourtSceneRole);
}

fn validate_asset(block: &Block, data: &Everything) {
    let mut vd = Validator::new(block, data);
    vd.field_list_precise_numeric_exactly("position", 3);
    vd.field_list_precise_numeric_exactly("rotation", 3);
    vd.field_precise_numeric("direction");
    vd.field_precise_numeric("scale");
    vd.field_value("description");
    vd.field_item("asset", Item::Asset);
    vd.field_value("roles"); // TODO
    vd.field_item("tag", Item::CourtSceneRole);
}

fn validate_artifact(block: &Block, data: &Everything) {
    let mut vd = Validator::new(block, data);
    vd.field_list_precise_numeric_exactly("position", 3);
    vd.field_list_precise_numeric_exactly("rotation", 3);
    vd.field_precise_numeric("direction");
    vd.field_value("locator"); // TODO
    vd.field_item("slot", Item::ArtifactSlot);
    vd.field_value("description"); // TODO
}