// 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>} */ 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>} */ 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>} */ 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>} */ 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>} */ 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 };