use crate::block::Block;
use crate::context::ScopeContext;
use crate::db::{Db, DbKind};
use crate::everything::Everything;
use crate::game::GameFlags;
use crate::imperator::modif::ModifKinds;
use crate::item::{Item, ItemLoader};
use crate::modif::validate_modifs;
use crate::scopes::Scopes;
use crate::token::Token;
use crate::tooltipped::Tooltipped;
use crate::validate::validate_modifiers_with_base;
use crate::validator::Validator;
#[derive(Clone, Debug)]
pub struct Building {}
inventory::submit! {
ItemLoader::Normal(GameFlags::Imperator, Item::Building, Building::add)
}
impl Building {
pub fn add(db: &mut Db, key: Token, block: Block) {
db.add(Item::Building, key, block, Box::new(Self {}));
}
}
impl DbKind for Building {
fn validate(&self, key: &Token, block: &Block, data: &Everything) {
let mut vd = Validator::new(block, data);
let mut sc = ScopeContext::new(Scopes::Province, key);
data.verify_exists(Item::Localization, key);
let loca = format!("{key}_desc");
data.verify_exists_implied(Item::Localization, &loca, key);
vd.field_trigger("potential", Tooltipped::No, &mut sc);
vd.field_trigger("allow", Tooltipped::Yes, &mut sc);
vd.field_validated_block_sc("chance", &mut sc, validate_modifiers_with_base);
vd.field_validated_block_sc("ai_will_do", &mut sc, validate_modifiers_with_base);
vd.field_numeric("max_amount");
vd.field_numeric("cost");
vd.field_numeric("time");
vd.no_warn_remaining();
vd.field_block("modification_display");
validate_modifs(block, data, ModifKinds::Province, vd);
}
}