use crate::block::Block;
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::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::validate::validate_duration;
use crate::validator::Validator;
#[derive(Clone, Debug)]
pub struct ScriptedButton {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Vic3, Item::ScriptedButton, ScriptedButton::add)
}
impl ScriptedButton {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::ScriptedButton, key, block, Box::new(Self {}));
}
}
impl DbKind for ScriptedButton {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
let mut sc = ScopeContext::new(Scopes::Country, key);
sc.define_name("journal_entry", Scopes::JournalEntry, key);
sc.define_name("target", Scopes::all(), key);
sc.set_strict_scopes(false);
vd.req_field("name");
vd.field_validated_sc("name", &mut sc, validate_desc);
vd.req_field("desc");
vd.field_validated_sc("desc", &mut sc, validate_desc);
vd.field_validated_block_sc("cooldown", &mut sc, validate_duration);
vd.field_trigger("visible", Tooltipped::No, &mut sc);
vd.field_trigger("possible", Tooltipped::Yes, &mut sc);
vd.field_effect("effect", Tooltipped::Yes, &mut sc);
vd.field_script_value_no_breakdown("ai_chance", &mut sc);
vd.field_trigger("selected", Tooltipped::No, &mut sc);
}
}