File size: 12,053 Bytes
37a34fd | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 | // Vanilla + mod load semantics for EU4's directory-level overlay model.
//
// There is no `replace_path` entry in this mod's descriptor.mod (confirmed
// by direct inspection), so every directory here is loaded as a file-level
// overlay: vanilla's files load first, then the mod's files load on top,
// per the rules in the table below (measured against the real vanilla +
// Ab_Integro install, not assumed from EU4 documentation in general).
//
// common/country_tags/ merge: every file loads, tags accumulate. Each
// file is itself a table of TAG = "path" pointers
// (not one-tag-per-file), so the merge unit is tag
// *entries inside files*, not whole files.
// common/countries/ same-filename whole-file replace
// history/provinces/ match by leading numeric ID, replace
// history/countries/ match by leading 3-letter TAG, replace
// common/cultures/ same filename replaces; different filename is
// spec'd to "append" — see the dedicated note on
// CULTURES_MODE below, this collapses to the same
// file-selection algorithm as `replace`.
// (default) same-filename replace
//
// This module never parses game *data* beyond what's needed to resolve
// country_tags pointers (which are themselves TAG = "path" pairs, so
// resolving them requires tokenizing+parsing those specific files — every
// other directory here is selected by filename alone).
import { readdir } from 'node:fs/promises';
import { join } from 'node:path';
import { tokenize } from './lexer.mjs';
import { parse } from './ast.mjs';
import { readGameText } from './codec.mjs';
const PROVINCE_ID_RE = /^(\d+)/;
const COUNTRY_TAG_RE = /^([A-Z]{3})\b/;
/**
* @param {string} filename
* @returns {string|null}
*/
export function extractProvinceId(filename) {
const m = PROVINCE_ID_RE.exec(filename);
return m ? m[1] : null;
}
/**
* @param {string} filename
* @returns {string|null}
*/
export function extractCountryTag(filename) {
const m = COUNTRY_TAG_RE.exec(filename);
return m ? m[1] : null;
}
// Static directory -> mode table. Anything not listed here defaults to
// 'replace', which is exactly what makes overlay.dir()/loadDir() work for
// any directory with zero registration: they consult this same table with
// the same fallback, nothing needs to be declared up front.
const MODE_TABLE = new Map([
['common/country_tags', 'merge'],
['history/provinces', 'province-id'],
['history/countries', 'country-tag'],
['common/cultures', 'cultures'],
]);
/**
* @param {string} relPath - forward-slash-normalized relative path, e.g. "history/provinces"
* @returns {'merge'|'province-id'|'country-tag'|'cultures'|'replace'}
*/
export function modeFor(relPath) {
const normalized = relPath.replace(/\\/g, '/').replace(/\/+$/, '');
return MODE_TABLE.get(normalized) ?? 'replace';
}
async function listFiles(dir) {
let entries;
try {
entries = await readdir(dir, { withFileTypes: true });
} catch {
return [];
}
return entries
.filter((e) => e.isFile() && e.name.toLowerCase().endsWith('.txt'))
.map((e) => e.name);
}
// Shared by 'replace' and 'cultures' modes: key by filename, mod entries
// overlay vanilla entries on the same filename, everything else (unique to
// either side) just accumulates. This is deliberately the SAME algorithm
// for both modes — see the header note on 'cultures' above. A file unique
// to the mod under this algorithm keeps its own filename as its key, which
// is indistinguishable at the file-selection level from a true "append";
// the append/replace distinction only becomes meaningful one layer up, once
// something merges parsed culture *entries* across files sharing a
// namespace, which is out of scope for this function's job of picking
// which file wins for a given key.
function replaceByFilename(vanillaFiles, modFiles, gameDir, modDir, relPath) {
const entries = new Map();
const ambiguities = [];
for (const name of vanillaFiles) {
entries.set(name, { path: join(gameDir, name), layer: 'vanilla' });
}
for (const name of modFiles) {
entries.set(name, { path: join(modDir, name), layer: 'mod' });
}
return { entries, ambiguities };
}
// Shared by 'province-id' and 'country-tag' modes: key by a prefix
// extracted from the filename. Mod wins over vanilla on the same key
// (normal overlay). Two different filenames resolving to the SAME key
// within the same layer (mod-vs-mod, or vanilla-vs-vanilla) is an
// ambiguity: EU4 loads both and which one wins depends on filesystem
// order, so this is reported rather than silently resolved. Confirmed real
// cases: history/countries/ has CMP - Rewa Kantha.txt + CMP - RewaKantha.txt,
// and SOF - Segu.txt + SOF - Sofala.txt, both within the mod layer.
function replaceByExtractedKey(vanillaFiles, modFiles, gameDir, modDir, relPath, extractKey) {
const entries = new Map();
const ambiguities = [];
// Track, per layer, every filename seen for a given key so within-layer
// collisions can be reported with all competing paths.
const seenPerLayer = new Map(); // key -> { vanilla: string[], mod: string[] }
function note(key, layer, filename) {
let rec = seenPerLayer.get(key);
if (!rec) {
rec = { vanilla: [], mod: [] };
seenPerLayer.set(key, rec);
}
rec[layer].push(filename);
}
for (const name of vanillaFiles) {
const key = extractKey(name);
if (key === null) continue;
note(key, 'vanilla', name);
if (!entries.has(key)) {
entries.set(key, { path: join(gameDir, name), layer: 'vanilla' });
}
}
for (const name of modFiles) {
const key = extractKey(name);
if (key === null) continue;
note(key, 'mod', name);
const existing = entries.get(key);
if (!existing || existing.layer === 'vanilla') {
// First mod claim for this key, or overlaying a vanilla entry: normal
// overlay, mod wins.
entries.set(key, { path: join(modDir, name), layer: 'mod' });
}
// Else: a different mod filename already claimed this key — leave the
// first mod claim active (deterministic single winner for callers that
// just want ONE node), the ambiguity itself is reported below from
// seenPerLayer so nothing is silently dropped from view.
}
for (const [key, rec] of seenPerLayer) {
if (rec.vanilla.length > 1) {
ambiguities.push({
dir: relPath,
key,
layer: 'vanilla',
paths: rec.vanilla.map((n) => join(gameDir, n)),
});
}
if (rec.mod.length > 1) {
ambiguities.push({
dir: relPath,
key,
layer: 'mod',
paths: rec.mod.map((n) => join(modDir, n)),
});
}
}
return { entries, ambiguities };
}
// country_tags is a genuine special case: the files themselves are not
// game-data records, they are TAG = "relative/path" pointer tables. The
// merge unit is tag *entries*, and "loading" a tag means resolving its
// pointer against common/ and reading THAT file's text — which is why this
// mode alone needs to tokenize+parse eagerly (every other mode only reads
// bytes for whichever winning file a caller actually asks for, deferred to
// index.mjs; this one has to look inside every tags file just to know what
// keys exist at all).
async function loadCountryTagsMerge(gameDir, modDir, relPath, gameRoot, modRoot) {
const entries = new Map();
const ambiguities = [];
async function ingest(dir, root, layer, filenames) {
for (const name of filenames) {
const path = join(dir, name);
const { text } = await readGameText(path);
const tokens = tokenize(text);
const tree = parse(tokens);
for (const item of tree.items) {
if (item.kind !== 'pair' || item.value.type !== 'scalar' || !item.value.token) continue;
const tag = item.keyToken.value;
const pointer = item.value.token.value; // e.g. "countries/Rebels.txt"
const resolvedPath = join(root, 'common', ...pointer.split(/[\\/]/));
const existing = entries.get(tag);
if (existing && existing.layer === layer) {
ambiguities.push({
dir: relPath,
key: tag,
layer,
paths: [existing.path, resolvedPath],
});
continue;
}
entries.set(tag, { path: resolvedPath, layer });
}
}
}
const vanillaFiles = await listFiles(gameDir);
const modFiles = await listFiles(modDir);
await ingest(gameDir, gameRoot, 'vanilla', vanillaFiles);
await ingest(modDir, modRoot, 'mod', modFiles); // mod entries overlay vanilla on same tag, by insertion after
return { entries, ambiguities };
}
/**
* Resolve which files win for one directory, across vanilla + mod, per the
* table above. Does NOT read file contents (except for 'merge' mode, which
* must look inside country_tags files to find their tag keys at all) —
* callers that need text/bom/encoding should read the winning `path` via
* codec.mjs themselves; index.mjs does this when building Nodes.
*
* @param {{ gameRoot: string, modRoot: string, relPath: string }} spec
* @returns {Promise<{ entries: Map<string, {path:string, layer:'vanilla'|'mod'}>, ambiguities: Array }>}
*/
export async function loadDir({ gameRoot, modRoot, relPath }) {
const normalized = relPath.replace(/\\/g, '/').replace(/\/+$/, '');
const gameDir = join(gameRoot, normalized);
const modDir = join(modRoot, normalized);
const mode = modeFor(normalized);
if (mode === 'merge') {
return loadCountryTagsMerge(gameDir, modDir, normalized, gameRoot, modRoot);
}
const vanillaFiles = await listFiles(gameDir);
const modFiles = await listFiles(modDir);
if (mode === 'province-id') {
return replaceByExtractedKey(vanillaFiles, modFiles, gameDir, modDir, normalized, extractProvinceId);
}
if (mode === 'country-tag') {
return replaceByExtractedKey(vanillaFiles, modFiles, gameDir, modDir, normalized, extractCountryTag);
}
// 'replace' and 'cultures' share the same file-selection algorithm — see
// the note on replaceByFilename above for why.
return replaceByFilename(vanillaFiles, modFiles, gameDir, modDir, normalized);
}
/**
* Zero-config accessor: resolves any directory's overlay without it being
* registered anywhere. Internally this is exactly `loadDir` consulting the
* same MODE_TABLE-with-'replace'-fallback that every other path uses.
*
* @param {string} relPath
* @param {{ gameRoot: string, modRoot: string }} roots
*/
export function dir(relPath, roots) {
return loadDir({ gameRoot: roots.gameRoot, modRoot: roots.modRoot, relPath });
}
/**
* A collection over a resolved directory: identical API for every
* directory, parsing files lazily (on first access to a given key) via the
* injected `parseFn` so this module never needs to import node.mjs (keeping
* the dependency direction one-way: index.mjs wires node construction in).
*
* @param {Map<string, {path:string, layer:'vanilla'|'mod'}>} entries
* @param {(entry: {path:string, layer:'vanilla'|'mod'}) => Promise<any>} parseFn
*/
export function makeCollection(entries, parseFn) {
const cache = new Map();
async function resolve(key) {
if (cache.has(key)) return cache.get(key);
const entry = entries.get(key);
if (!entry) throw new Error(`collection.get(): no entry for key "${key}"`);
const node = await parseFn(entry);
cache.set(key, node);
return node;
}
return {
get(key) {
return resolve(key);
},
async all() {
const out = [];
for (const key of entries.keys()) out.push(await resolve(key));
return out;
},
async where(predicate) {
const nodes = await this.all();
if (typeof predicate === 'function') return nodes.filter(predicate);
return nodes.filter((node) => Object.entries(predicate).every(([k, v]) => node.get(k) === v));
},
};
}
|