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_REQUIRED_INGREDIENT = "class=\"ATSrequired\"" local CSS_CLASS_SWAPPABLE_INGREDIENT = "class=\"ATSswappable\"" 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)

thisFrame = frame

local argProductName = frame.args.product local argBuildingName = frame.args.building if not argProductName then return "Render_Recipe Error: no product given." end -- used by second case where we need to loop over the results local strToReturn = "" -- decide how to proceed based on whether the building was specified if argBuildingName then -- 1. easier case, when the building was specified local tRecipe = RecipeData.getRecipeAtBuilding(argProductName, argBuildingName) if not tRecipe then return "Render_Recipe Error: no recipe found." end --renderTable will use just the first place in the recipe, which is perfect for this version return RenderRecipe.renderTable(tRecipe) else -- 2. harder case, when no building was specified, need to loop local tRecipe = RecipeData.getAllRecipes(argProductName) if not tRecipe then return "Render_Recipe Error: no recipe found." end -- go through each place and send a shallow copy version of tRecipe to the table renderer, -- then concatenate them with appropriate wiki markup for i, place in pairs(tRecipe.places) do			local tempRecipe = { product=argProductName, pattern=tRecipe.pattern, places={place} } -- add newlines between tables if i > 1 then strToReturn = strToReturn .. "\n\n" end strToReturn = strToReturn .. RenderRecipe.renderTable(tRecipe) end end return strToReturn 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 = " start| " .. CSS_CLASS_RECIPE_TABLE .. NL .. "| " .. RenderRecipe.blTemplate(building) .. BR .. RenderRecipe.starTemplate(stars) .. BR .. speed .. NL	-- 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 .. "|end " 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