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civ7-modding-tools

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"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; var desc = Object.getOwnPropertyDescriptor(m, k); if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) { desc = { enumerable: true, get: function() { return m[k]; } }; } Object.defineProperty(o, k2, desc); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || (function () { var ownKeys = function(o) { ownKeys = Object.getOwnPropertyNames || function (o) { var ar = []; for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k; return ar; }; return ownKeys(o); }; return function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]); __setModuleDefault(result, mod); return result; }; })(); Object.defineProperty(exports, "__esModule", { value: true }); exports.CivilizationBuilder = void 0; const lodash = __importStar(require("lodash")); const nodes_1 = require("../nodes"); const constants_1 = require("../constants"); const utils_1 = require("../utils"); const files_1 = require("../files"); const localizations_1 = require("../localizations"); const BaseBuilder_1 = require("./BaseBuilder"); const UnitBuilder_1 = require("./UnitBuilder"); const ConstructibleBuilder_1 = require("./ConstructibleBuilder"); const ProgressionTreeBuilder_1 = require("./ProgressionTreeBuilder"); const ModifierBuilder_1 = require("./ModifierBuilder"); const UniqueQuarterBuilder_1 = require("./UniqueQuarterBuilder"); const CivilizationUnlockBuilder_1 = require("./CivilizationUnlockBuilder"); const LeaderUnlockBuilder_1 = require("./LeaderUnlockBuilder"); class CivilizationBuilder extends BaseBuilder_1.BaseBuilder { constructor(payload = {}) { super(); this._current = new nodes_1.DatabaseNode(); this._shell = new nodes_1.DatabaseNode(); this._legacy = new nodes_1.DatabaseNode(); this._localizations = new nodes_1.DatabaseNode(); this._icons = new nodes_1.DatabaseNode(); this._gameEffects = new nodes_1.GameEffectNode(); this.civilizationTraits = []; this.civilizationTags = []; this.trait = { traitType: 'TRAIT_' }; this.traitAbility = { traitType: 'TRAIT_ABILITY_' }; this.civilization = { civilizationType: 'CIVILIZATION_CUSTOM', domain: 'AntiquityAgeCivilizations' }; this.civilizationLegacy = { age: constants_1.AGE.ANTIQUITY }; this.localizations = []; this.icon = { path: 'fs://game/civ_sym_han' }; this.civilizationItems = []; this.startBiasBiomes = []; this.startBiasResources = []; this.startBiasTerrains = []; this.startBiasRiver = null; this.startBiasFeatureClasses = []; this.startBiasAdjacentToCoast = null; this.visArtCivilizationBuildingCultures = []; this.visArtCivilizationUnitCulture = null; this.fill(payload); } migrate() { var _a, _b; if (this.trait.traitType === 'TRAIT_') { this.trait = { traitType: this.civilization.civilizationType.replace('CIVILIZATION_', 'TRAIT_'), }; } if (this.traitAbility.traitType === 'TRAIT_ABILITY_') { this.traitAbility = { traitType: this.trait.traitType + '_ABILITY', }; } const civilization = new nodes_1.CivilizationNode(Object.assign({ adjective: (0, utils_1.locale)(this.civilization.civilizationType, 'adjective'), capitalName: (0, utils_1.locale)(this.civilization.civilizationType, 'cityNames_1'), description: (0, utils_1.locale)(this.civilization.civilizationType, 'description'), fullName: (0, utils_1.locale)(this.civilization.civilizationType, 'fullName'), name: (0, utils_1.locale)(this.civilization.civilizationType, 'name') }, this.civilization)); const trait = new nodes_1.TraitNode(Object.assign({ internalOnly: true }, this.trait)); const traitAbility = new nodes_1.TraitNode(Object.assign({ name: (0, utils_1.locale)(this.civilization.civilizationType + '_ABILITY', 'name'), description: (0, utils_1.locale)(this.civilization.civilizationType + '_ABILITY', 'description'), internalOnly: true }, this.traitAbility)); this._current.fill({ types: [ new nodes_1.TypeNode({ kind: constants_1.KIND.TRAIT, type: this.trait.traitType }), new nodes_1.TypeNode({ kind: constants_1.KIND.TRAIT, type: this.traitAbility.traitType }), ], traits: [trait, traitAbility], civilizations: [nodes_1.GameCivilizationNodeSlice.from(civilization)], civilizationTraits: [ new nodes_1.CivilizationTraitNode(Object.assign(Object.assign({}, civilization), this.trait)), new nodes_1.CivilizationTraitNode(Object.assign(Object.assign({}, civilization), this.traitAbility)), ...this.civilizationTraits.map(item => { return new nodes_1.CivilizationTraitNode(Object.assign(Object.assign({}, civilization), { traitType: item })); }) ], startBiasBiomes: this.startBiasBiomes.map(item => { return new nodes_1.StartBiasBiomeNode(Object.assign(Object.assign({}, civilization), item)); }), startBiasTerrains: this.startBiasTerrains.map(item => { return new nodes_1.StartBiasTerrainNode(Object.assign(Object.assign({}, civilization), item)); }), startBiasFeatureClasses: this.startBiasFeatureClasses.map(item => { return new nodes_1.StartBiasFeatureClassNode(Object.assign(Object.assign({}, civilization), item)); }), startBiasResources: this.startBiasResources.map(item => { return new nodes_1.StartBiasResourceNode(Object.assign(Object.assign({}, civilization), item)); }), startBiasRivers: this.startBiasRiver !== null ? [ new nodes_1.StartBiasRiverNode(Object.assign(Object.assign({}, civilization), { score: this.startBiasRiver })) ] : [], startBiasAdjacentToCoasts: this.startBiasAdjacentToCoast !== null ? [ new nodes_1.StartBiasAdjacentToCoastNode(Object.assign(Object.assign({}, civilization), { score: this.startBiasAdjacentToCoast })) ] : [], visArtCivilizationBuildingCultures: this.visArtCivilizationBuildingCultures.map(item => { return new nodes_1.VisArtCivilizationBuildingCultureNode(Object.assign(Object.assign({}, civilization), { buildingCulture: item })); }), visArtCivilizationUnitCultures: this.visArtCivilizationUnitCulture !== null ? [ new nodes_1.VisArtCivilizationUnitCultureNode(Object.assign(Object.assign({}, civilization), { unitCulture: this.visArtCivilizationUnitCulture })) ] : [], }); this._shell.fill({ civilizations: [nodes_1.ShellCivilizationNodeSlice.from(civilization)], civilizationTags: this.civilizationTags.map(item => { return new nodes_1.CivilizationTagNode(Object.assign({ civilizationDomain: this.civilization.domain, tagType: item }, civilization)); }), civilizationItems: [ new nodes_1.CivilizationItemNode(Object.assign(Object.assign(Object.assign({}, civilization), traitAbility), { civilizationDomain: this.civilization.domain, type: this.traitAbility.traitType, kind: constants_1.KIND.TRAIT })), ...this.civilizationItems.map(item => { return new nodes_1.CivilizationItemNode(Object.assign(Object.assign({ civilizationDomain: this.civilization.domain }, civilization), item)); }) ], }); this._legacy.fill({ types: [ new nodes_1.TypeNode({ type: this.civilization.civilizationType, kind: constants_1.KIND.CIVILIZATION }).insertOrIgnore(), new nodes_1.TypeNode({ kind: constants_1.KIND.TRAIT, type: this.trait.traitType }).insertOrIgnore(), new nodes_1.TypeNode({ kind: constants_1.KIND.TRAIT, type: this.traitAbility.traitType }).insertOrIgnore(), ], traits: [new nodes_1.TraitNode(trait).insertOrIgnore()], legacyCivilizations: [ new nodes_1.LegacyCivilizationNode(Object.assign(Object.assign({}, civilization), this.civilizationLegacy)) ], legacyCivilizationTraits: [ new nodes_1.LegacyCivilizationTraitNode(Object.assign(Object.assign({}, civilization), this.trait)) ] }); this._icons.fill({ iconDefinitions: [new nodes_1.IconDefinitionNode(Object.assign({ id: this.civilization.civilizationType }, this.icon))] }); this._localizations.fill({ englishText: this.localizations.map(item => { return new localizations_1.CivilizationLocalization(Object.assign({ prefix: this.civilization.civilizationType }, item)); }).flatMap(item => item.getNodes()) }); const cityNamesCount = ((_b = (_a = lodash.maxBy(this.localizations, loc => { var _a; return ((_a = loc.cityNames) === null || _a === void 0 ? void 0 : _a.length) || 0; })) === null || _a === void 0 ? void 0 : _a.cityNames) === null || _b === void 0 ? void 0 : _b.length) || 0; for (let i = 1; i <= cityNamesCount; i++) { this._current.cityNames.push(new nodes_1.CityNameNode({ civilizationType: this.civilization.civilizationType, cityName: (0, utils_1.locale)(this.civilization.civilizationType, `cityNames_${i}`) })); } return this; } /** * @description Bind entity as unique to this civilization * @param items */ bind(items = []) { items.forEach(item => { if (item instanceof UnitBuilder_1.UnitBuilder) { item._current.units.forEach(unit => { unit.traitType = this.trait.traitType; this._shell.civilizationItems.push(new nodes_1.CivilizationItemNode(Object.assign({ civilizationDomain: this.civilization.domain, civilizationType: this.civilization.civilizationType, type: unit.unitType, kind: constants_1.KIND.UNIT, icon: unit.unitType }, unit))); }); } if (item instanceof ModifierBuilder_1.ModifierBuilder) { item._gameEffects.modifiers.forEach(modifier => { this._gameEffects.modifiers.push(modifier); if (!item.isDetached) { this._current.traitModifiers.push(new nodes_1.TraitModifierNode({ traitType: this.traitAbility.traitType, modifierId: modifier.id })); } }); } if (item instanceof UniqueQuarterBuilder_1.UniqueQuarterBuilder) { item._always.uniqueQuarters.forEach(uniqueQuarter => { uniqueQuarter.traitType = this.trait.traitType; this._shell.civilizationItems.push(new nodes_1.CivilizationItemNode(Object.assign({ civilizationDomain: this.civilization.domain, civilizationType: this.civilization.civilizationType, type: uniqueQuarter.uniqueQuarterType, kind: constants_1.KIND.QUARTER, icon: uniqueQuarter.uniqueQuarterType }, uniqueQuarter))); }); } if (item instanceof ConstructibleBuilder_1.ConstructibleBuilder) { item._always.buildings.forEach(item => { item.traitType = this.trait.traitType; }); item._always.improvements.forEach(item => { item.traitType = this.trait.traitType; }); item._always.constructibles.forEach(constructible => { this._shell.civilizationItems.push(new nodes_1.CivilizationItemNode(Object.assign({ civilizationDomain: this.civilization.domain, civilizationType: this.civilization.civilizationType, type: constructible.constructibleType, kind: constants_1.KIND.IMPROVEMENT, icon: '' }, constructible))); }); } if (item instanceof ProgressionTreeBuilder_1.ProgressionTreeBuilder) { item._current.progressionTrees.forEach(progressionTree => { this._gameEffects.modifiers.push(new nodes_1.ModifierNode({ id: `MOD_${progressionTree.progressionTreeType}_REVEAL`, effect: constants_1.EFFECT.PLAYER_REVEAL_CULTURE_TREE, requirements: [{ type: constants_1.REQUIREMENT.PLAYER_HAS_CIVILIZATION_OR_LEADER_TRAIT, arguments: [{ name: 'TraitType', value: this.trait.traitType }] }], arguments: [{ name: 'ProgressionTreeType', value: progressionTree.progressionTreeType }] })); item._current.progressionTreeNodeUnlocks.push(new nodes_1.ProgressionTreeNodeUnlockNode({ progressionTreeNodeType: 'NODE_CIVIC_AQ_MAIN_CHIEFDOM', targetKind: constants_1.KIND.MODIFIER, targetType: `MOD_${progressionTree.progressionTreeType}_REVEAL`, unlockDepth: 1, hidden: true })); }); } if (item instanceof CivilizationUnlockBuilder_1.CivilizationUnlockBuilder) { this._shell.civilizationUnlocks.push(new nodes_1.CivilizationUnlockNode({ ageDomain: 'StandardAges', civilizationDomain: constants_1.CIVILIZATION_DOMAIN.from(item.from.ageType), civilizationType: item.from.civilizationType, type: item.to.civilizationType, ageType: item.to.ageType, kind: constants_1.KIND.CIVILIZATION, name: (0, utils_1.locale)(item.to.civilizationType, 'NAME'), description: (0, utils_1.locale)(item.to.civilizationType, 'DESCRIPTION'), icon: item.to.civilizationType })); } if (item instanceof LeaderUnlockBuilder_1.LeaderUnlockBuilder) { this._shell.leaderUnlocks.push(new nodes_1.LeaderUnlockNode(Object.assign({ leaderDomain: 'StandardLeaders', ageDomain: 'StandardAges', kind: constants_1.KIND.CIVILIZATION, name: (0, utils_1.locale)(item.leaderUnlock.type, 'name'), description: (0, utils_1.locale)(item.leaderUnlock.type, 'description'), icon: item.leaderUnlock.type }, item.leaderUnlock))); this._shell.leaderCivilizationBias.push(new nodes_1.LeaderCivilizationBiasNode(Object.assign(Object.assign({ civilizationDomain: constants_1.CIVILIZATION_DOMAIN.from(item.leaderUnlock.ageType), civilizationType: item.leaderUnlock.type, reasonType: (0, utils_1.locale)(`PLAY_AS_${(0, utils_1.trim)(item.leaderUnlock.leaderType)}_${(0, utils_1.trim)(item.leaderUnlock.type)}`, 'TOOLTIP') }, item.leaderUnlock), item.leaderCivilizationBias))); } }); return this; } build() { var _a; const path = `/civilizations/${lodash.kebabCase((0, utils_1.trim)(this.civilization.civilizationType))}/`; return [ new files_1.XmlFile({ path, name: 'current.xml', content: this._current.toXmlElement(), actionGroups: [this.actionGroupBundle.current], actionGroupActions: [constants_1.ACTION_GROUP_ACTION.UPDATE_DATABASE] }), new files_1.XmlFile({ path, name: 'legacy.xml', content: this._legacy.toXmlElement(), actionGroups: [this.actionGroupBundle.always], actionGroupActions: [constants_1.ACTION_GROUP_ACTION.UPDATE_DATABASE] }), new files_1.XmlFile({ path, name: 'shell.xml', content: this._shell.toXmlElement(), actionGroups: [this.actionGroupBundle.shell], actionGroupActions: [constants_1.ACTION_GROUP_ACTION.UPDATE_DATABASE] }), new files_1.XmlFile({ path, name: 'icons.xml', content: this._icons.toXmlElement(), actionGroups: [this.actionGroupBundle.shell, this.actionGroupBundle.always], actionGroupActions: [constants_1.ACTION_GROUP_ACTION.UPDATE_ICONS] }), new files_1.XmlFile({ path, name: 'localization.xml', content: this._localizations.toXmlElement(), actionGroups: [this.actionGroupBundle.shell, this.actionGroupBundle.always], actionGroupActions: [constants_1.ACTION_GROUP_ACTION.UPDATE_TEXT] }), new files_1.XmlFile({ path, name: 'game-effects.xml', content: (_a = this._gameEffects) === null || _a === void 0 ? void 0 : _a.toXmlElement(), actionGroups: [this.actionGroupBundle.current], actionGroupActions: [constants_1.ACTION_GROUP_ACTION.UPDATE_DATABASE] }), ]; } } exports.CivilizationBuilder = CivilizationBuilder; //# sourceMappingURL=CivilizationBuilder.js.map