| // 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)); | |
| }, | |
| }; | |
| } | |