use crate::block::Block;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::item::{Item, ItemLoader};
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::validator::Validator;
use crate::vic3::validate::validate_locators;
#[derive(Clone, Debug)]
pub struct ArmyDiorama {}
#[derive(Clone, Debug)]
pub struct FleetDiorama {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::ArmyDiorama, ArmyDiorama::add)
}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::FleetDiorama, FleetDiorama::add)
}
impl ArmyDiorama {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::ArmyDiorama, key, block, Box::new(Self {}));
}
}
impl FleetDiorama {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::FleetDiorama, key, block, Box::new(Self {}));
}
}
impl DbKind for ArmyDiorama {
fn validate(&self, _key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
vd.field_choice("battle_side", &["none", "attacker", "defender", "either"]);
vd.field_bool("basecamp");
validate_diorama(vd, true);
}
}
impl DbKind for FleetDiorama {
fn validate(&self, _key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
vd.field_choice("group", &["fleet", "battle_side", "blockade"]);
validate_diorama(vd, false);
}
}
fn validate_diorama(mut vd: Validator, is_army: bool) {
vd.field_validated_block("unit_composition", |block, data| {
let mut vd = Validator::new(block, data);
vd.validate_item_key_values(Item::CombatUnitGroup, |_, mut vvd| {
vvd.integer();
});
});
vd.field_list_items("required_unit_types", Item::CombatUnit);
vd.field_numeric("distance");
let locator_names = validate_locators(&mut vd);
vd.multi_field_validated_block("attach", |block, data| {
let mut vd = Validator::new(block, data);
vd.req_field("locator");
vd.field_choice("locator", &locator_names);
vd.field_item("entity", Item::Entity);
vd.field_item("combat_unit_group", Item::CombatUnitGroup);
vd.field_value("entity_group"); vd.field_bool("can_be_defeated");
if is_army {
vd.field_bool("general");
vd.field_bool("ignore_terrain");
}
vd.field_trigger_builder("is_visible", Tooltipped::No, |key| {
let mut sc = ScopeContext::new(Scopes::Country, key);
sc.define_name("num_units", Scopes::Value, key);
sc
});
});
}