| // The reference graph: defined-sets (what identifiers are LEGAL) merged | |
| // across vanilla+mod, plus generic forward/reverse resolution driven by | |
| // registry `refs` declarations (registry.mjs / registry/*.mjs) — nothing | |
| // here is hand-written per province/country, it all falls out of walking | |
| // whatever `refs` a registry happens to declare. | |
| // | |
| // Every extraction rule below was measured against the real vanilla+mod | |
| // install before being encoded here (see the Phase 3 plan for the | |
| // research notes); none of these are guesses from EU4 documentation. | |
| import { readdir, readFile } from 'node:fs/promises'; | |
| import { join } from 'node:path'; | |
| import { tokenize } from './lexer.mjs'; | |
| import { parse } from './ast.mjs'; | |
| import { readGameText } from './codec.mjs'; | |
| import { isDateKey } from './node.mjs'; | |
| async function listTxtFiles(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) => join(dir, e.name)); | |
| } | |
| async function listYmlFilesRecursive(dir, out = []) { | |
| let entries; | |
| try { | |
| entries = await readdir(dir, { withFileTypes: true }); | |
| } catch { | |
| return out; | |
| } | |
| for (const entry of entries) { | |
| const path = join(dir, entry.name); | |
| if (entry.isDirectory()) { | |
| await listYmlFilesRecursive(path, out); | |
| } else if (entry.isFile() && entry.name.toLowerCase().endsWith('.yml')) { | |
| out.push(path); | |
| } | |
| } | |
| return out; | |
| } | |
| async function listYmlFilesFlat(dir) { | |
| let entries; | |
| try { | |
| entries = await readdir(dir, { withFileTypes: true }); | |
| } catch { | |
| return []; | |
| } | |
| return entries | |
| .filter((e) => e.isFile() && e.name.toLowerCase().endsWith('.yml')) | |
| .map((e) => join(dir, e.name)); | |
| } | |
| // country_tags files are simple `TAG = "path"` line tables (see | |
| // overlay.mjs's header note) — a line-level regex is exact here, no false | |
| // positives observed against the real data, and it's far cheaper than | |
| // tokenizing every file just to read a bare key. | |
| const TAG_LINE_RE = /^\s*([A-Z0-9]{3})\s*=/; | |
| /** | |
| * Every legal 3-letter country tag, merged across vanilla + mod | |
| * common/country_tags/*.txt. This is the correct validity check for "is | |
| * this tag legal" for province/country reference fields — NOT the set of | |
| * tags that happen to have a history/countries file (many legal tags, | |
| * including REB, have no history file at all; REB itself resolves here | |
| * with zero special-casing because it is a normal entry in vanilla's | |
| * country_tags files, used 628 times across real province data). | |
| * | |
| * @param {{ gameRoot: string, modRoot: string }} roots | |
| * @returns {Promise<Set<string>>} | |
| */ | |
| export async function buildTagSet({ gameRoot, modRoot }) { | |
| const tags = new Set(); | |
| const dirs = [join(gameRoot, 'common', 'country_tags'), join(modRoot, 'common', 'country_tags')]; | |
| for (const dir of dirs) { | |
| for (const file of await listTxtFiles(dir)) { | |
| const { text } = await readGameText(file); | |
| for (const line of text.split(/\r?\n/)) { | |
| const m = TAG_LINE_RE.exec(line); | |
| if (m) tags.add(m[1]); | |
| } | |
| } | |
| } | |
| return tags; | |
| } | |
| // Depth-2 keys that are real fields of a culture GROUP or of the pooled | |
| // name lists, never a culture identifier by themselves. `country`/ | |
| // `province` are group-level trigger/effect blocks seen only under | |
| // iberian/japanese_g in the real file, not culture ids. Deliberately does | |
| // NOT require a `primary` child as a discriminator — confirmed real, | |
| // referenced cultures (norse, acholi, cherven, ...) have no `primary`. | |
| const CULTURE_EXCLUDE = new Set([ | |
| 'dynasty_names', | |
| 'male_names', | |
| 'female_names', | |
| 'graphical_culture', | |
| 'second_graphical_culture', | |
| 'country', | |
| 'province', | |
| ]); | |
| /** | |
| * Every legal culture identifier, from the mod's merged | |
| * common/cultures/00_cultures.txt (the only file in either layer today; | |
| * mod's file already reflects the 'cultures' overlay mode's same-filename | |
| * replace, mod wins — see overlay.mjs). | |
| * | |
| * @param {{ gameRoot: string, modRoot: string }} roots | |
| * @returns {Promise<Set<string>>} | |
| */ | |
| export async function buildCultureSet({ gameRoot, modRoot }) { | |
| const path = await pickWinningCulturesFile({ gameRoot, modRoot }); | |
| const cultures = new Set(); | |
| if (!path) return cultures; | |
| const { text } = await readGameText(path); | |
| const tree = parse(tokenize(text)); | |
| for (const groupItem of tree.items) { | |
| if (groupItem.kind !== 'pair' || groupItem.value.type !== 'block') continue; | |
| for (const inner of groupItem.value.items) { | |
| if (inner.kind !== 'pair') continue; | |
| if (CULTURE_EXCLUDE.has(inner.keyToken.value)) continue; | |
| cultures.add(inner.keyToken.value); | |
| } | |
| } | |
| return cultures; | |
| } | |
| // common/cultures uses 'cultures' overlay mode (same filename replaces, | |
| // mod wins) — the winning file for the one real filename | |
| // (00_cultures.txt) is the mod's if present, else vanilla's. | |
| async function pickWinningCulturesFile({ gameRoot, modRoot }) { | |
| const modFile = join(modRoot, 'common', 'cultures', '00_cultures.txt'); | |
| const gameFile = join(gameRoot, 'common', 'cultures', '00_cultures.txt'); | |
| if (await fileExists(modFile)) return modFile; | |
| if (await fileExists(gameFile)) return gameFile; | |
| return null; | |
| } | |
| async function fileExists(path) { | |
| try { | |
| await readFile(path); | |
| return true; | |
| } catch { | |
| return false; | |
| } | |
| } | |
| /** | |
| * Every legal religion identifier: depth-1 blocks inside | |
| * common/religions/00_religion.txt (vanilla only — no mod override exists | |
| * today) that themselves contain a `color` child. The `color` check is | |
| * what discriminates real religions from group-level fields like | |
| * `flag_emblem_index_range`, `religious_schools`, `defender_of_faith`, | |
| * `crusade_name`, `harmonized_modifier`, etc. | |
| * | |
| * @param {{ gameRoot: string, modRoot: string }} roots | |
| * @returns {Promise<Set<string>>} | |
| */ | |
| export async function buildReligionSet({ gameRoot, modRoot }) { | |
| const modFile = join(modRoot, 'common', 'religions', '00_religion.txt'); | |
| const gameFile = join(gameRoot, 'common', 'religions', '00_religion.txt'); | |
| const path = (await fileExists(modFile)) ? modFile : gameFile; | |
| const religions = new Set(); | |
| if (!(await fileExists(path))) return religions; | |
| const { text } = await readGameText(path); | |
| const tree = parse(tokenize(text)); | |
| for (const groupItem of tree.items) { | |
| if (groupItem.kind !== 'pair' || groupItem.value.type !== 'block') continue; | |
| for (const inner of groupItem.value.items) { | |
| if (inner.kind !== 'pair' || inner.value.type !== 'block') continue; | |
| const hasColor = inner.value.items.some((gi) => gi.kind === 'pair' && gi.keyToken.value === 'color'); | |
| if (hasColor) religions.add(inner.keyToken.value); | |
| } | |
| } | |
| return religions; | |
| } | |
| /** | |
| * Every legal trade good identifier: every top-level pair-with-block key | |
| * in common/tradegoods/00_tradegoods.txt (vanilla only, no mod override | |
| * exists today). | |
| * | |
| * @param {{ gameRoot: string, modRoot: string }} roots | |
| * @returns {Promise<Set<string>>} | |
| */ | |
| export async function buildTradegoodSet({ gameRoot, modRoot }) { | |
| const modFile = join(modRoot, 'common', 'tradegoods', '00_tradegoods.txt'); | |
| const gameFile = join(gameRoot, 'common', 'tradegoods', '00_tradegoods.txt'); | |
| const path = (await fileExists(modFile)) ? modFile : gameFile; | |
| const tradegoods = new Set(); | |
| if (!(await fileExists(path))) return tradegoods; | |
| const { text } = await readGameText(path); | |
| const tree = parse(tokenize(text)); | |
| for (const item of tree.items) { | |
| if (item.kind === 'pair' && item.value.type === 'block') tradegoods.add(item.keyToken.value); | |
| } | |
| return tradegoods; | |
| } | |
| // Localisation key lines look like ` KEY:0 "value"` (or ` KEY:N "value"`), | |
| // possibly with no leading space. A bare key regex (stop at the first `:`) | |
| // is exact for both mod (no BOM, plain UTF-8) and vanilla (leading UTF-8 | |
| // BOM, stripped defensively below) files. | |
| const LOC_LINE_RE = /^\s*([A-Za-z0-9_.'-]+):/; | |
| /** | |
| * Every localisation key defined anywhere across mod | |
| * localisation_source/**\/*.yml (recursive — has a nested replace/ | |
| * subdir) plus vanilla localisation/*.yml (flat, one level). | |
| * | |
| * @param {{ gameRoot: string, modRoot: string }} roots | |
| * @returns {Promise<Set<string>>} | |
| */ | |
| export async function buildLocKeySet({ gameRoot, modRoot }) { | |
| const keys = new Set(); | |
| const files = [ | |
| ...(await listYmlFilesRecursive(join(modRoot, 'localisation_source'))), | |
| ...(await listYmlFilesFlat(join(gameRoot, 'localisation'))), | |
| ]; | |
| for (const file of files) { | |
| const { text } = await readGameText(file); | |
| const stripped = text.startsWith('') ? text.slice(1) : text; | |
| for (const line of stripped.split(/\r?\n/)) { | |
| if (/^\s*l_[a-z_]+:\s*$/.test(line)) continue; // the `l_english:` header line itself | |
| const m = LOC_LINE_RE.exec(line); | |
| if (m) keys.add(m[1]); | |
| } | |
| } | |
| return keys; | |
| } | |
| /** | |
| * Build every defined-set at once. Convenience wrapper so callers (the | |
| * validator, tests) don't have to remember all five builder names. | |
| * | |
| * @param {{ gameRoot: string, modRoot: string }} roots | |
| */ | |
| export async function buildDefinedSets(roots) { | |
| const [tags, cultures, religions, tradegoods, locKeys] = await Promise.all([ | |
| buildTagSet(roots), | |
| buildCultureSet(roots), | |
| buildReligionSet(roots), | |
| buildTradegoodSet(roots), | |
| buildLocKeySet(roots), | |
| ]); | |
| return { tags, cultures, religions, tradegoods, locKeys }; | |
| } | |
| // refs targets that resolve against a defined-set rather than against | |
| // another registry's own record collection. `countries` deliberately maps | |
| // to the tag defined-set, not to the `countries` registry's collection — | |
| // see this module's header note and registry/provinces.mjs's comment. | |
| const DEFINED_SET_TARGETS = { | |
| countries: 'tags', | |
| cultures: 'cultures', | |
| religions: 'religions', | |
| tradegoods: 'tradegoods', | |
| }; | |
| /** | |
| * Walk every record of every given registry's collection and check every | |
| * field the registry's `refs` map declares against the appropriate | |
| * defined-set, building both a forward list of resolutions (including | |
| * failures) and a reverse index (definedSetName -> value -> [{registry, | |
| * id, field}]) of who references what. Nothing here is specific to | |
| * provinces/countries — it's entirely driven by `registry.refs`. | |
| * | |
| * Skips date-block keys at the top level (isDateKey) so only | |
| * start-of-game (bare, pre-date) fields are checked — matching how | |
| * province ownership etc. is actually authored: the bare top-level field | |
| * IS the start-of-game value, per node.mjs's at() semantics. | |
| * | |
| * @param {Object} eu4 - the loaded session (src/index.mjs's `load()` result); needs `dir()` | |
| * @param {{ gameRoot: string, modRoot: string }} roots - same roots `eu4` was built with; needed to enumerate a directory's keys (overlay.mjs's makeCollection doesn't expose its key list, only get/all/where) | |
| * @param {import('./registry.mjs').RegistryDescriptor[]} registries | |
| * @param {{ tags: Set, cultures: Set, religions: Set, tradegoods: Set, locKeys: Set }} definedSets | |
| */ | |
| export async function buildRefGraph(eu4, roots, registries, definedSets) { | |
| const forward = []; // { registry, id, field, value, target, ok } | |
| const reverse = new Map(); // targetSetName -> value -> [{registry, id, field}] | |
| function recordReverse(targetSetName, value, entry) { | |
| let byValue = reverse.get(targetSetName); | |
| if (!byValue) { | |
| byValue = new Map(); | |
| reverse.set(targetSetName, byValue); | |
| } | |
| let list = byValue.get(value); | |
| if (!list) { | |
| list = []; | |
| byValue.set(value, list); | |
| } | |
| list.push(entry); | |
| } | |
| for (const registry of registries) { | |
| const refFields = Object.keys(registry.refs ?? {}); | |
| if (refFields.length === 0) continue; | |
| const collection = await eu4.dir(registry.path); | |
| const keys = await collectionKeys(roots, registry); | |
| for (const id of keys) { | |
| const node = await collection.get(id); | |
| for (const field of refFields) { | |
| const targetRegistryName = registry.refs[field]; | |
| const targetSetName = DEFINED_SET_TARGETS[targetRegistryName] ?? targetRegistryName; | |
| const definedSet = definedSets[targetSetName]; | |
| if (!definedSet) continue; // target not built (e.g. a registry with no defined-set yet) — skip, not an error | |
| const values = readFieldValues(node, field, registry.multi.includes(field)); | |
| for (const value of values) { | |
| const ok = definedSet.has(value); | |
| forward.push({ registry: registry.as, id, field, value, target: targetSetName, ok }); | |
| recordReverse(targetSetName, value, { registry: registry.as, id, field }); | |
| } | |
| } | |
| } | |
| } | |
| return { forward, reverse }; | |
| } | |
| // Registries here are keyed by extracted-prefix (province-id / country-tag) | |
| // or by filename, matching overlay.mjs's loadDir output — the collection's | |
| // underlying entries Map already has exactly the right key set, but | |
| // makeCollection() doesn't expose the key list directly, so we go back to | |
| // loadDir ourselves rather than threading a new method through overlay.mjs. | |
| async function collectionKeys(roots, registry) { | |
| const { loadDir } = await import('./overlay.mjs'); | |
| const { entries } = await loadDir({ gameRoot: roots.gameRoot, modRoot: roots.modRoot, relPath: registry.path }); | |
| return [...entries.keys()]; | |
| } | |
| /** | |
| * Read a field's start-of-game (non-date-block) values off a plain Node | |
| * (not sugared) as an array — [] if absent, one entry for a scalar field, | |
| * every entry for a multi field. Skips date-key items entirely (only the | |
| * bare/top pre-date fields represent start-of-game state). | |
| * | |
| * @param {import('./node.mjs').Node} node | |
| * @param {string} field | |
| * @param {boolean} isMulti | |
| */ | |
| export function readFieldValues(node, field, isMulti) { | |
| // node.keys() already excludes nothing by date — but get()/all() operate | |
| // over ALL matches of a key regardless of whether they're inside a date | |
| // block, because date-block contents are only reachable via blocks(), | |
| // never via get()/all() on the outer node (see node.mjs: matches() only | |
| // scans `this.items`, and a date block's inner pairs live in a nested | |
| // BlockValue's own `items`, not in the outer node's `items`). So get()/ | |
| // all() on the un-resolved node are ALREADY start-of-game-only by | |
| // construction — no extra isDateKey filtering is needed here. | |
| // | |
| // Deliberately ALWAYS uses all() here, never get() — even for fields not | |
| // declared `multi`. Real data has at least one case (a Wild-Fields-style | |
| // province's `tribal_owner`) repeating at top level despite not being on | |
| // the spec's given multi-list; get() throws on any duplicate, which would | |
| // crash the whole validation run over one unexpected-but-real repeat. | |
| // `isMulti` is accepted for API symmetry/documentation but not required | |
| // for correctness here. | |
| return node.all(field); | |
| } | |
| export { isDateKey }; | |