Module:RenderRecipe

--- -- Renders the template -- -- Takes at least one argument. The first, requried, is the name of the -- resource for which the recipes are needed. Optionally, the second argument -- is the name of the building. -- This module renders small wikimarkup tables to represent one or more -- recipes: one table if the building was specified. several tables -- corresponding to all the buildings in which the resource can be produced. ---

local RenderRecipe = {}

local RecipeData = require("Module:RecipeData") -- lookup table for recipes

--- -- Constants --- --local CSS_CLASS_RECIPE_TABLE = "class=\"ATSrecipe\"" local CSS_CLASS_RECIPE_TABLE = "style=\"width:100%; background-color: #412d21; color: #c3cbd4; border: 3px solid #4e473a; border-style: outset\"" local CSS_CLASS_RECIPE_CAPTION = "style=\"font-weight: bold; text-align:left; background-color: #170202; color: #c3cbd4\"" --local CSS_CLASS_REQUIRED_INGREDIENT = "class=\"ATSrequired\"" local CSS_CLASS_REQUIRED_INGREDIENT = "style=\"border: 3px outset #94735a\"" --local CSS_CLASS_SWAPPABLE_INGREDIENT = "class=\"ATSswappable\"" local CSS_CLASS_SWAPPABLE_INGREDIENT = "style=\"border: 3px solid #cbb787; border-radius: 8px\"" --local CSS_CLASS_EMPTY_INGREDIENT = "class=\"ATSempty\"" local CSS_CLASS_EMPTY_INGREDIENT = "style=\"border: 3px outset #4e473a\"" local TEMPLATE_BUILDING_LINK = "Building_link" local TEMPLATE_RESOURCE_LINK = "Resource_link" local TEMPLATE_STAR_SUFFIX = "Star" local BR = " " local NL = "\n\n"

--- -- Main rendering function -- uses ResourceData lookup function, parses the result and handles errors -- with default values, then assembles a final string to return to the wiki --- -- need this in whole-class scope, sorry local thisFrame = {}

function RenderRecipe.renderRecipe(frame) -- need to set the class variable so expandTemplate can work later thisFrame = frame

local argProductName = frame.args.product local argBuildingName = frame.args.building -- both product and building are specified if argProductName and argProductName ~= "" and argBuildingName and argBuildingName ~= "" then -- returns exactly one recipe with one place local recipe = RecipeData.getRecipeAtBuilding(argProductName, argBuildingName) if not recipe then return "Render_Recipe Error: no recipe found with product=" .. argProductName .. " and building=" .. argBuildingName .. "."		end -- only one to render -- renderTable will use just the first place in the recipe, which is perfect for this version with only one place return RenderRecipe.renderTable(recipe) -- only product is specified elseif argProductName and argProductName ~= "" then -- gets a whole product's recipe stack, which may be any number of places (1-6) local tRecipe = RecipeData.getRecipeForProduct(argProductName) if not tRecipe then return "Render_Recipe Error: no recipe found with product=" .. argProductName .. "."		end local strToReturn = "" -- go through each place and send a simplified (one place) version of tRecipe to the table renderer for i, place in ipairs(tRecipe.places) do			local tempRecipe = { product=argProductName, pattern=tRecipe.pattern, places={place} } if i > 1 then strToReturn = strToReturn .. NL -- separate tables with new lines end -- concatenate the tables together strToReturn = strToReturn .. RenderRecipe.renderTable(tempRecipe) end return strToReturn -- only building is specified elseif argBuildingName and argBuildingName ~= "" then -- gets a table of recipes for different products, each one has exactly one place local tableOfRecipes = RecipeData.getBuildingsRecipes(argBuildingName) if not tableOfRecipes then return "Render_Recipe Error: no recipes found at building=" .. argBuildingName .. "."		end local strToReturn = "" -- go through each recipe and just send it straight to the table renderer, since the place already matches for j, recipe in ipairs(tableOfRecipes) do			if j > 1 then strToReturn = strToReturn .. NL -- separate tables with new lines end -- concatenate the tables together strToReturn = strToReturn .. RenderRecipe.renderTable(recipe) end return strToReturn -- something was bad about the arguments; can't print them since they may be nil else return "Render_Recipe Error: invalid template parameters. at least a product or building is required" end -- does not get here, all if/else resulted in returns end

-- writes the wiki table markup to represent a recipe -- takes a recipe table (pattern and place), and uses only the first place function RenderRecipe.renderTable(tRecipe)

if not tRecipe then return nil end -- call the helper functions to extract the data, make sure we have something usable, -- then get only the first values since we're assuming that there's only one top-level record in tRecipe local building, stars = RecipeData.getBuildingsAndStarsLists(tRecipe) if building and stars then building, stars = building[1], stars[1] else return "Render_Recipe Error: did not find building or stars in recipe." end local speed = RecipeData.getProductionSpeed(tRecipe) if speed then speed = speed[1] else return "Render_Recipe Error: did not find production speed in recipe." end local product, number = RecipeData.getProductAndNumbers(tRecipe) if product and number then number = number[1] else return "Render_Recipe Error: did not find product or output numbers in recipe." end -- need separate error checking, because ingredients is the same structure as EACH -- of the top-level elements of quantities local ingredients, quantities = RecipeData.getIngredientsAndQuantities(tRecipe) if not ingredients or 0 == #ingredients then return "Render_Recipe Error: did not find ingredients in recipe." end -- just want the first values since we're assuming there's only one top-level record in tRecipe if quantities then quantities = quantities[1] -- now ingredients and quantities have the same structure else return "Render_Recipe Error: did not find quantities in recipe." end local wikiTable = "{| " .. CSS_CLASS_RECIPE_TABLE .. NL .. "|+ " .. CSS_CLASS_RECIPE_CAPTION .. "| " .. product .. NL .. "| " .. RenderRecipe.blTemplate(building) .. BR .. RenderRecipe.starTemplate(stars) .. BR .. speed .. NL	-- first fill in empty cells like in the recipe book local blanks = 3 - #ingredients for h = 1,blanks do wikiTable = wikiTable .. "| " .. CSS_CLASS_EMPTY_INGREDIENT .. " | " .. NL	end -- looping over groups of alternative ingredients and quantities simultaneously, -- so use local group and groupOfQuantities for each i	for i, group in ipairs(ingredients) do		local groupOfQuantities = quantities[i] -- on all but the first group, create a new cell with a + sign to separate ingredient groups if i > 1 then wikiTable = wikiTable .. NL .. "| + " .. NL		end -- prefix the table cell based on whether there's only one (required) or more (swappable) ingredients -- in the group if 1 == #group then wikiTable = wikiTable .. "| " .. CSS_CLASS_REQUIRED_INGREDIENT .. " | "		else wikiTable = wikiTable .. "| " .. CSS_CLASS_SWAPPABLE_INGREDIENT .. " | "		end -- for every group, list out the required or alternatives within that group for j, alt in ipairs(group) do			local quant = groupOfQuantities[j] -- need to add breaks only between the first and any subsequent options if j > 1 then wikiTable = wikiTable .. BR			end wikiTable = wikiTable .. quant .. " " .. RenderRecipe.rlTemplate(alt) -- line breaks handled by above if statement and addition below for close end end wikiTable = wikiTable .. NL .. "| = " .. NL .. "| " .. number .. " " .. RenderRecipe.rlTemplate(product,"large") .. NL .. "|}"   return wikiTable end

-- redirect a rendering request to the recipe data and create appropriate -- templates for the list. The caller can decide how to output the list function RenderRecipe.getBuildingsAndStarsForProduct(frame)

local argProductName = frame.args.product -- make sure there's an argument to work with if not tableRecipe then return "Render_Recipe Error: no product given." end -- get the associated recipe data, including all buildings local tableRecipe = RecipeData.getAllRecipes(argProductName) -- make sure what's returned is valid before we loop through it	if not tableRecipe or not tableRecipe.places or #tableRecipe.places < 1 then return "Render_Recipe Error: no recipes found" end local listOfTemplates = {} local buildings, stars = RecipeData.getBuildingsAndStarsLists(tRecipe) -- loop through the buildings and stars and build the templates for i, building in pairs(buildings) do listOfTemplates[i] = RenderRecipe.blTemplate(building) .. " " .. RenderRecipe.pstarTemplate(stars[i]) end return listOfTemplates end

--- -- Helper rendering functions -- these do not call member functions, but write out the actual templates -- (which will in turn invoke the code. this is to protect variations in the -- modules, but we may decide later it should be different) --- --use huge size for recipes unless speified function RenderRecipe.blTemplate(strBuilding,strSize) if not strSize then strSize = "huge" end --return "" return thisFrame:expandTemplate{ title=TEMPLATE_BUILDING_LINK, args={ strBuilding, strSize } } end

-- use recipe-sized icons, "med", unless specified function RenderRecipe.rlTemplate(strResource,strSize) if not strSize then strSize = "med" end --return "" return thisFrame:expandTemplate{ title=TEMPLATE_RESOURCE_LINK, args={ strResource, strSize } } end

-- use the parentheses version, with "P" function RenderRecipe.pstarTemplate(intStars) --return "" return thisFrame:expandTemplate{ title= "P" .. intStars .. TEMPLATE_STAR_SUFFIX} end

-- no parens version function RenderRecipe.starTemplate(intStars) --return "" return thisFrame:expandTemplate{ title= intStars .. TEMPLATE_STAR_SUFFIX} end

--- -- Return when required into another Module. --- return RenderRecipe