Module:GoodsData

--- --- Module for compiling goods (or resources as some call them) information --- from wiki data sources. Restructures the flat data tables that are produced --- from CsvUtils to make them more conducive to Lua methods that need to --- display the information. --- --- The standard way of using this module is a call like the following: --- --- iconFilename = GoodsData.getGoodIcon(goodName) --- --- This will return a string corresponding to the filename of the good. It is --- preferable to call the getter methods with the name of the good rather than --- retrieving the entire record for the good, so that your code stays --- protected from any variations in this module. These getter methods are all --- called with the plain-language name of the good, as spelled in the game. --- --- * longDescription = GoodsData.getGoodDescription(goodName) --- * inventoryCategory = GoodsData.getGoodCategory(goodName) --- * isEatable = GoodsData.isGoodEatable(goodName) --- * isBurnable = GoodsData.isGoodBurnable(goodName) --- * burnSeconds = GoodsData.getGoodBurnTime(goodName) --- * amberSellValue, amberBuyValue = GoodsData.getGoodValue(goodName) --- * iconFilename = GoodsData.getGoodIcon(goodName) --- --- And these getter methods are all called with the good's ID. You will have --- an ID instead of a display name when dealing with other game data like --- recipes, workshops, etc. --- * name = GoodsData.getGoodNameByID(goodID) --- * iconFilename = GoodsData.getGoodIconByID(goodID) --- --- As a last resort, or if you need to transform the data structure, you can --- call the method getAllDataForGood(displayName) or --- getAllDataForGoodByID(goodID). This returns a whole record from the data --- table corresponding to the requested display name. --- --- The data table for goods has the following structure: --- --- goodsTable = { ---		["good1_ID"] = { --- 		["id"] = "good1_ID", --- 		["displayName"] = "Plain Language Name", --- 		["description"] = "A long string with some HTML entities too.", --- 		["category"] = "Inventory category", --- 		["eatable"] = true or false if food ---			["canBeBurned"] = true or false if fuel and sacrifice ---			["burningTime"] = 99, number of seconds --- 		["tradingSellValue"] = 99.99, in amber --- 		["tradingBuyValue"] = 99.99, in amber --- 		["iconName"] = "Icon_Resource_filename.png" including PNG extension ---		}, --- 	["good2_ID"] = { ---			... --- 	}, --- 	["good3_ID"] = { ---			... --- 	}, --- 	... --- } --- --- @module GoodsData local GoodsData = {}

local CsvUtils = require("Module:CsvUtils")

--region Private member variables

--- Main data table, like this: table[ID] = table containing data for that ID. --- This needs to be indexed by ID because IDs are guaranteed to be unique. local goodsTable

--- Lookup map. Built once and reused on all subsequent calls within this --- session, like this: table[displayName] = goodID local mapNamesToIDs

--endregion

--region Private constants

local DATA_TEMPLATE_NAME = "Template:Goods_csv"

local INDEX_ID = "id" local INDEX_NAME = "displayName" local INDEX_DESCRIPTION = "description" local INDEX_CATEGORY = "category" local INDEX_EATABLE = "eatable" local INDEX_BURNABLE = "canBeBurned" local INDEX_BURN_TIME = "burningTime" local INDEX_SELL_VALUE = "tradingSellValue" local INDEX_BUY_VALUE = "tradingBuyValue" local INDEX_ICON_FILENAME = "iconName"

local PATTERN_TUTORIAL = "tutorial"

--endregion

--region Private methods

--- --- Since the goods information is already flat and well structured, all this has --- to do is swap out the integer keys for the good IDs and only return the data --- rows, without the header row. --- --- @param originalGoodsTable table of CSV-based data, with header row, data rows --- @return table with new structure with IDs as keys local function restructureGoodsTable(originalGoodsTable)

-- A few constants we'll need only within this function. local DATA_ROWS = 2 local INDEX_ORIGINAL_ID = 1 local INDEX_ORIGINAL_NAME = 2 local INDEX_ORIGINAL_DESCRIPTION= 3 local INDEX_ORIGINAL_CATEGORY = 4 local INDEX_ORIGINAL_EATABLE = 5 local INDEX_ORIGINAL_BURNABLE = 6 local INDEX_ORIGINAL_BURN_TIME = 7 local INDEX_ORIGINAL_SELL_VALUE = 8 local INDEX_ORIGINAL_BUY_VALUE = 9 local INDEX_ORIGINAL_ICON_FILENAME = 10

mapNamesToIDs = {}

local newGoodsTable = {} for _, originalGood in ipairs(originalGoodsTable[DATA_ROWS]) do

-- Skip over any rows where the ID contains the tutorial term. if not string.find(originalGood[INDEX_ORIGINAL_ID], PATTERN_TUTORIAL) then -- Copy over the content, mapping unhelpful indexes into headers keys. local newGood = {} newGood[INDEX_ID] = originalGood[INDEX_ORIGINAL_ID] newGood[INDEX_NAME] = originalGood[INDEX_ORIGINAL_NAME] newGood[INDEX_DESCRIPTION] = originalGood[INDEX_ORIGINAL_DESCRIPTION] newGood[INDEX_CATEGORY] = originalGood[INDEX_ORIGINAL_CATEGORY] newGood[INDEX_EATABLE] = originalGood[INDEX_ORIGINAL_EATABLE] == "True" newGood[INDEX_BURNABLE] = originalGood[INDEX_ORIGINAL_BURNABLE] == "True" if newGood[INDEX_BURNABLE] then newGood[INDEX_BURN_TIME] = originalGood[INDEX_ORIGINAL_BURN_TIME] else newGood[INDEX_BURN_TIME] = 0 end newGood[INDEX_SELL_VALUE] = originalGood[INDEX_ORIGINAL_SELL_VALUE] newGood[INDEX_BUY_VALUE] = originalGood[INDEX_ORIGINAL_BUY_VALUE] newGood[INDEX_ICON_FILENAME] = originalGood[INDEX_ORIGINAL_ICON_FILENAME] .. ".png"

-- Also populate the map for looking up IDs with display names mapNamesToIDs[newGood[INDEX_NAME]] = newGood[INDEX_ID]

newGoodsTable[newGood[INDEX_ID]] = newGood end end

return newGoodsTable end

--- --- Data loader function that uses the utility module and restructures the data --- to be easier to access for invoking methods and later method calls. This --- method is automatically called by all public member functions if the main --- data table has not yet been populated in the current session. local function loadData -- Utility module retrieves the data as basic, flat lua tables. We don't	-- need to use the header lookup table that's returned with the data table. local originalGoodsTable, _ = CsvUtils.extractTables(DATA_TEMPLATE_NAME) -- Now restructure to be more conducive for data about goods. goodsTable = restructureGoodsTable(originalGoodsTable) end

--- --- Uses the display name, which people are more familiar with, to find the --- encoded ID of the good. Useful for retrieving good data that is indexed by --- ID. --- --- Returns nil if the good with the specified name is not found. --- --- @param displayName string plain-language name of the good to find --- @return string ID of the good found, or nil if not found local function findGoodIDByName(displayName)

-- At runtime, this should never be nil or empty, so throw an error. if not displayName or displayName == "" then error("Parameter is nil or empty for the good's name: " .. displayName .. ".") end

if not goodsTable then loadData end

return mapNamesToIDs[displayName] end

--endregion

--region Public methods

--- --- Retrieve the whole table of data for the specified good. Instead of this, --- you should probably be calling the individual getter methods. --- --- Throws an error if called with nil or empty string. Returns nil if the --- specified good cannot be found. --- --- @param goodID string the ID of the good --- @return table containing the data for the specified good with key-value pairs, or nil if not found function GoodsData.getAllDataForGoodByID(goodID)

-- At runtime, this should never be nil or empty. if not goodID or goodID == "" then error("Parameter is nil or empty for the good's ID.") end

if not goodsTable then loadData end

return goodsTable[goodID] end

--- --- Retrieve the whole table of data for the specified good. Instead of this, --- you should probably be calling the individual getter methods. --- --- Throws an error if called with nil or empty string. Returns nil if the --- specified good cannot be found. --- --- @param displayName string plain language name of the good --- @return table containing the data for the specified good with key-value pairs, or nil if not found function GoodsData.getAllDataForGood(displayName)

-- At runtime, this should never be nil or empty. if not displayName or displayName == "" then error("Parameter is nil or empty for the good's name.") end

if not goodsTable then loadData end

local goodID = findGoodIDByName(displayName) if not goodID then return nil end

return goodsTable[goodID] end

--- --- Retrieves the ID for the good specified by its plain language display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the plain language name of the good ---@return string the good's ID function GoodsData.getGoodID(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_ID] end

--- --- Retrieves the description for the good specified by its plain language --- display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the plain language name of the good ---@return string the in-game description of the specified good function GoodsData.getGoodDescription(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_DESCRIPTION] end

--- --- Retrieves the inventory category for the good specified by its plain --- language display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the plain language name of the good ---@return string the category function GoodsData.getGoodCategory(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_CATEGORY] end

--- --- Retrieves whether the good is eatable, specified by its plain language --- display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the plain language name of the good ---@return boolean true if the good counts as food function GoodsData.isGoodEatable(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_EATABLE] end

--- --- Retrieves whether the good is burnable, specified by its plain language --- display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the plain language name of the good ---@return boolean true if the good counts as fuel function GoodsData.isGoodBurnable(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_BURNABLE] end

--- --- Retrieves the burn time for the good specified by its plain language --- display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the plain language name of the good ---@return number of seconds the good burns as fuel function GoodsData.getGoodBurnTime(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_BURN_TIME] end

--- --- Retrieves the trading value for the good specified by its plain language --- display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the plain language name of the good ---@return number of amber the good sells for ---@return number of amber required to buy the good function GoodsData.getGoodValue(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_SELL_VALUE], good[INDEX_BUY_VALUE] end

--- --- Retrieves the icon filename for the good specified by its plain language --- display name. --- --- Returns nil if the good named was not found. --- ---@param displayName string the the plain language name of the good ---@return string the filename of the icon for the specified good function GoodsData.getGoodIcon(displayName)

local good = GoodsData.getAllDataForGood(displayName)

if not good then return nil end

return good[INDEX_ICON_FILENAME] end

--- --- Retrieves the plain-language display name for the good specified by its ID. --- --- Returns nil if the good named was not found. --- ---@param goodID string the ID of the good ---@return string the plain language name of the good function GoodsData.getGoodNameByID(goodID)

-- Rather than getting it directly from goodsTable here, get it via this -- other method that has additional error checking. local good = GoodsData.getAllDataForGoodByID(goodID)

if not good then return nil end

return good[INDEX_NAME] end

--- --- Retrieves the icon filename for the good specified by its ID. --- --- Returns nil if the good named was not found. --- ---@param goodID string the ID of the good ---@return string the filename of the icon for the specified good function GoodsData.getGoodIconByID(goodID)

-- Rather than getting it directly from goodsTable here, get it via this -- other method that has additional error checking. local good = GoodsData.getAllDataForGoodByID(goodID)

if not good then return nil end

return good[INDEX_ICON_FILENAME] end

--endregion

return GoodsData