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Thread: A Validator for EU3

  1. #21
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    One more question :
    There are two other commands i don't know how to deal with :

    policy_slider = Int
    specific_tech = Int

    A little help please ?

    Had an epiphany... got it to work.
    Last edited by gigau; 06-09-2009 at 00:10.
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  2. #22
    Major D3v1l89's Avatar
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    Quote Originally Posted by gigau View Post
    [FONT="Times New Roman(and many thanks to D3v1l for pointing me to this thread ).FONT]
    no prob Gilles


    I just have to say thats an amazing work now I can check all my modded files of hoi3, rome and eu3 really nice work

  3. #23
    Publicly Certified 17blue17's Avatar
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    Jamie550 thank you for the great tool.

    Gigau - thank you for the uploads. You might want to add to history countries just below:

    Code:
    Single = { Left = "technology_group" Right = TechGroup }
    the following:

    Code:
    Optional = { Left = "unit_type" Right = TechGroup }

  4. #24
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Indeed, thanks.

    As for uploads, i hope to be able to upload a nearly finished version tommorrow based on Cabezaestufa's full list of event triggers, effects and scopes.
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  5. #25
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Right now, there is no SeaProvince. You can get one by adding an entry to Eu3.gam.txt under TypeDefinitions.

    SeaProvince = { FileGroup = { Path = "map\default.map" } SelectPath = "sea_starts\Item\!" }

    This will open the default.map file, select all nodes named sea_starts (there is only one here), then select all nodes named Item (when there is a list like in sea_starts, the parser translates it into sea_starts = { Item = 144 Item = 145 ... }, then select the right side of the item.

    I'm planning to add SeaProvince in code, since Province and LandProvince are already defined in code. But for now you can add SeaProvince, and it should work.

    gigau: May I integrate your work into the next version of the validator?
    ~Jamie

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  6. #26
    Very nice work. Am very tired right now so I haven't given it more than a cursory glance, but a big thank you for sharing this with us!

  7. #27
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by Jamie550 View Post
    Right now, there is no SeaProvince. You can get one by adding an entry to Eu3.gam.txt under TypeDefinitions.

    SeaProvince = { FileGroup = { Path = "map\default.map" } SelectPath = "sea_starts\Item\!" }

    This will open the default.map file, select all nodes named sea_starts (there is only one here), then select all nodes named Item (when there is a list like in sea_starts, the parser translates it into sea_starts = { Item = 144 Item = 145 ... }, then select the right side of the item.

    I'm planning to add SeaProvince in code, since Province and LandProvince are already defined in code. But for now you can add SeaProvince, and it should work.
    Thanks a lot. Implementing it now
    I've managed to add several things on my own allong the lines of what you explained. But i'm still stuck on something : i've added the modifers (triggered, event or static ones) in the TypeDefinitions, to use them elsewhere. I'd also like the validator to check the commands of these modifiers. The trick is that most of these commands do not work in events/decisions/missions, and vice-versa. Is there some simple way to add this feature ?


    Quote Originally Posted by Jamie550 View Post
    gigau: May I integrate your work into the next version of the validator?
    Obviously, my friend. By the end of the day, i should be upload a close-enough-to-final (in case i've missed some commands and triggers) version for you to implement.
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  8. #28
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by gigau View Post


    Thanks a lot. Implementing it now
    I've managed to add several things on my own allong the lines of what you explained. But i'm still stuck on something : i've added the modifers (triggered, event or static ones) in the TypeDefinitions, to use them elsewhere. I'd also like the validator to check the commands of these modifiers. The trick is that most of these commands do not work in events/decisions/missions, and vice-versa. Is there some simple way to add this feature ?




    Obviously, my friend. By the end of the day, i should be upload a close-enough-to-final (in case i've missed some commands and triggers) version for you to implement.
    I'm not quite sure what you mean. Do you mean: You have three commands A, B, and C. A only works for events, C only works for modifiers, and B works for both events and modifiers.

    In this case, the best way is to make a "hierarchy" of types. Your base type would have B in it, while your modifier type would inherit from the base type and add C, while your event type would also inherit from the base type and add A. It would look something like this:

    CommandBase={
    Optional={Left=B Right = Int}
    }

    EventCommand={
    Inherits = CommandBase
    Optional = { Left = A Right = Int }
    }

    ModifierCommand={
    Inherits=CommandBase
    Optional = { Left = C Right = Int }
    }

    So something with a type of ModifierCommand could use both B and C, while something with a type of EventCommand could use both A and B.

    Note: Each type can have as many <Inherits> clauses as it wants.
    ~Jamie

    Download the Validator: March of the Eagles | Hoi3 | Victoria II | Ck2 | Eu3 | EU Rome | Sengoku
    v1.2 released 5 December 2012 | v1.3 RC11 released 23 May 2013

  9. #29
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    After burning a bunch of my last neurones and thinking it through the night, i give up and ask you : how can i script the following ?

    Code:
    random = {
    	chance = Int
    	[Command]
    }
    
    random_list = {
    	Int = { [Command1] }
    	Int = { [Command2] }
    	...
    }

    My problem is that the part [Command] has a Left, but not Right.... Help ?


    After that, i think the tool is mostly over... so it should be my last question.... probably
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  10. #30
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    So [Command] is a list of commands? E.g. <random = { chance = 50 money = 500 prestige = 50 }>?

    You need a new type that inherits from CountryCommand (or whatever) and adds the chance command:
    RandomCommand = {
    Inherits = CountryCommand
    Single = { Left = "chance" Right = Int }
    }

    And then whereever the random belongs, you would put
    Child = { Left = "random" Right = RandomCommand }

    Then you need a random_list type.
    RandomList = {
    Child = { Left = { Type = Int } Right = CountryCommand }
    }

    And somewhere
    Child = { Left = "random_list" Right = RandomList }.
    ~Jamie

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  11. #31
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Quote Originally Posted by Jamie550 View Post
    I'm not quite sure what you mean. Do you mean: You have three commands A, B, and C. A only works for events, C only works for modifiers, and B works for both events and modifiers.
    It think i get it. I set this hierarchy in the Commands file, right ?

    Now, how do i have the Validator check the commands in the three common modifier files ?


    Quote Originally Posted by Jamie550 View Post
    So [Command] is a list of commands? E.g. <random = { chance = 50 money = 500 prestige = 50 }>?

    You need a new type that inherits from CountryCommand (or whatever) and adds the chance command:
    RandomCommand = {
    Inherits = CountryCommand
    Single = { Left = "chance" Right = Int }
    }

    And then whereever the random belongs, you would put
    Child = { Left = "random" Right = RandomCommand }

    Then you need a random_list type.
    RandomList = {
    Child = { Left = { Type = Int } Right = CountryCommand }
    }

    And somewhere
    Child = { Left = "random_list" Right = RandomList }.
    It was that simple ? Nice, thanks.
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  12. #32
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by gigau View Post


    It think i get it. I set this hierarchy in the Commands file, right ?

    Now, how do i have the Validator check the commands in the three common modifier files ?




    It was that simple ? Nice, thanks.
    Yes, you can keep it all in the commands file.

    As for the modifier files, it is actually slightly complicated. Are all modifier files the exact same format, with a lot of <modifiername = { effects }> clauses? If so, the following skeleton should work. (name it Modifiers.txt).
    Code:
    Definition = {
    	ValidatorDefinitions = {
    		ModifierFile = {
    			FriendlyName = "Modifiers"
    			FileGroup = { Path = "common" SearchPattern = "*_modifiers.txt" }
    			Description = "Validates the modifier files."
    			ValidatorName = ModifierFile
    			StartString = "Beginning modifier validation..."
    			FinishString = "Modifier validation complete."
    		}
    	}
    	
    	Types = {
    		ModifierFile = {
    			Child = {
    				Left = { Type = String } 
    				Right = ModifierCommand 
    			}
    		}
    	}
    }
    Then you would add <Include = "Eu3\Modifiers"> to the bottom in Eu3.gam.txt.
    ~Jamie

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  13. #33
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    The structure would rather be :
    Code:
    	Types = {
    		ModifierFile = {
    			Optional = {
    				Left = "trigger"
    				Right = CountryTrigger
    			}
    			Child = {
    				Left = { Type = String } 
    				Right = ModifierCommand 
    			}
    			Optional = {
    				Left = "icon"
    				Right = Int
    			}
    		}
    	}
    But the validator reports all the "icon" entries of the modifer files, even if i remove it from here and put it as a command.

    Basically, all the modifers have at least one command. Most also have an entry [icon = Int]. And the triggered_modifiers has a [trigger = { [triggers] }] entry.

    did i script the Modifiers.txt file right ?
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  14. #34
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Well, ModifierFile itself only has a single type of child - the type with a string on the left and effects (possibly including an icon or trigger) on the right. So ModifierFile would be <ModifierFile = { Child = { Left = { Type = String } Right = Modifier } }>.

    Then Modifier would contain commands, the icon, and triggers.
    Modifier = {
    Inherits = ModifierCommand # To allow all commands we want
    Optional = { Left = "trigger" Right = CountryTrigger }
    Optional = { Left = "icon" Right = Int }
    }
    ~Jamie

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  15. #35
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    After reading your post and half an hour of trials-errors, i got it to work (i was already using "Modifier" script somewhere, messing me up ). The only thing is that it doesn't seem to check the triggers of the triggered_modifiers despite asking it to...(Scratch that last one)

    I really love your tool.

    One comment though : if there is a command or a trigger that is not in the files, it simply overlooks it. For example, if you write [satbility = -1], it'll be overlooked. Could your tool point out the trigger and commands it doesn't recognize ? Or is that too heavy ?

    A few more things to add and tests, and i'll upload the files.
    Last edited by gigau; 06-09-2009 at 13:38.
    Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox!Awarded the SAS Award for Forum Dedication<:3 )~~~ Mice over Rabbits
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  16. #36
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    It shouldn't do that. Do you still have Debug={} anywhere? Debug={} basically swallows everything that isn't matched - useful for making sure there are no errors with your current commands, but not in the final version.
    ~Jamie

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  17. #37
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    I go all the [debug = {}] you put, plus one or two i add with my new entries (like BaseCommand and ModifierCommand), but still... if in an event, i have nu_of_cities (instead of num_of_cities), the validators doesn't react...
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  18. #38
    𝓤𝓒𝓑 𝓒𝓸𝓔 𝓔𝓔𝓒𝓢 '𝟙𝟜 Jamie550's Avatar
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    Quote Originally Posted by gigau View Post
    I go all the [debug = {}] you put, plus one or two i add with my new entries (like BaseCommand and ModifierCommand), but still... if in an event, i have nu_of_cities (instead of num_of_cities), the validators doesn't react...
    So you removed all of the Debug={} clauses, and still there is nothing? Maybe you could upload the files for me to have a look. I just tested, and misspelling something does show up.
    ~Jamie

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  19. #39
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    OK, got it... i thought i needed the [Debug] entries. Removed them, and it works ok now. Thanks.
    Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox!Awarded the SAS Award for Forum Dedication<:3 )~~~ Mice over Rabbits
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  20. #40
    Dagneau, the Ultimate Diplomat gigau's Avatar
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    Turns out that removing the [Debug = { }] entries showed me quite e few things i still need to do regarding the EUIII files of the Validator. I should have it finished by the end of the week. Although, if you want to help me validate the Validator, tell me ; i can upload the files in the current status, and upload them again when it's finished.

    I'm going to repeat my self but.... although i've burned quite a few neurones on the tool, it is really awesome. The more i work on it and discover its potential, the more i love it.
    Auretus Ornithorhynchus anatinus, in hoc signo vinces. In honorem Paradox!Awarded the SAS Award for Forum Dedication<:3 )~~~ Mice over Rabbits
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