Module:FarmsData: Difference between revisions

From Against the Storm Official Wiki
(Created to store data on farming buildings)
 
(Added two new methods to support getting names from the database)
 
(4 intermediate revisions by the same user not shown)
Line 119: Line 119:
--- Main data tables, like this: table[ID] = table containing data for that ID
--- Main data tables, like this: table[ID] = table containing data for that ID
local farmsTable
local farmsTable
--- Supporting table, list of names table[i] = name.
local farmsNames


--- Lookup map. Built once and reused on subsequent calls within this session,
--- Lookup map. Built once and reused on subsequent calls within this session,
Line 191: Line 194:
-- don't add subtables that would just contain nils
-- don't add subtables that would just contain nils
local requiredGoods = {
local requiredGoods = {
number1 and id1 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = number1, [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id1 } or nil,
number1 and id1 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number1), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id1 } or nil,
number2 and id2 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = number2, [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id2 } or nil,
number2 and id2 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number2), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id2 } or nil,
number3 and id3 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = number3, [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id3 } or nil
number3 and id3 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number3), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id3 } or nil
}
}


Line 279: Line 282:
if originalGoodID and originalGoodID ~= "" then
if originalGoodID and originalGoodID ~= "" then
newRecipe[INDEX_RECIPE_GOOD_ID] = originalGoodID
newRecipe[INDEX_RECIPE_GOOD_ID] = originalGoodID
newRecipe[INDEX_RECIPE_STACK_SIZE] = originalStackSize
newRecipe[INDEX_RECIPE_STACK_SIZE] = tonumber(originalStackSize)
newRecipe[INDEX_RECIPE_GRADE] = originalFarm[originalGradeIndex]:match(PATTERN_CAPTURE_END_NUMBER)
newRecipe[INDEX_RECIPE_GRADE] = tonumber(originalFarm[originalGradeIndex]:match(PATTERN_CAPTURE_END_NUMBER))
newRecipe[INDEX_RECIPE_PLANTING_TIME] = originalFarm[originalPlantingTimeIndex]
newRecipe[INDEX_RECIPE_PLANTING_TIME] = tonumber(originalFarm[originalPlantingTimeIndex])
newRecipe[INDEX_RECIPE_HARVESTING_TIME] = originalFarm[originalHarvestingTimeIndex]
newRecipe[INDEX_RECIPE_HARVESTING_TIME] = tonumber(originalFarm[originalHarvestingTimeIndex])


table.insert(recipes,newRecipe)
table.insert(recipes,newRecipe)
Line 326: Line 329:


mapNamesToIDs = {}
mapNamesToIDs = {}
farmsNames = {}


local newFarmsTable = {}
local newFarmsTable = {}
Line 336: Line 340:
newFarm[INDEX_DESCRIPTION] = originalFarm[INDEX_ORIGINAL_DESCRIPTION]
newFarm[INDEX_DESCRIPTION] = originalFarm[INDEX_ORIGINAL_DESCRIPTION]
newFarm[INDEX_CATEGORY] = originalFarm[INDEX_ORIGINAL_CATEGORY]
newFarm[INDEX_CATEGORY] = originalFarm[INDEX_ORIGINAL_CATEGORY]
newFarm[INDEX_SIZE_X] = originalFarm[INDEX_ORIGINAL_SIZE_X]
newFarm[INDEX_SIZE_X] = tonumber(originalFarm[INDEX_ORIGINAL_SIZE_X])
newFarm[INDEX_SIZE_Y] = originalFarm[INDEX_ORIGINAL_SIZE_Y]
newFarm[INDEX_SIZE_Y] = tonumber(originalFarm[INDEX_ORIGINAL_SIZE_Y])
newFarm[INDEX_CITY_SCORE] = originalFarm[INDEX_ORIGINAL_CITY_SCORE]
newFarm[INDEX_CITY_SCORE] = tonumber(originalFarm[INDEX_ORIGINAL_CITY_SCORE])
newFarm[INDEX_MOVABLE] = originalFarm[INDEX_ORIGINAL_MOVABLE] == "True"
newFarm[INDEX_MOVABLE] = originalFarm[INDEX_ORIGINAL_MOVABLE] == "True"
newFarm[INDEX_INITIALLY_ESSENTIAL] = originalFarm[INDEX_ORIGINAL_ESSENTIAL] == "True"
newFarm[INDEX_INITIALLY_ESSENTIAL] = originalFarm[INDEX_ORIGINAL_ESSENTIAL] == "True"
newFarm[INDEX_AREA] = originalFarm[INDEX_ORIGINAL_AREA]
newFarm[INDEX_AREA] = tonumber(originalFarm[INDEX_ORIGINAL_AREA])
newFarm[INDEX_STORAGE] = originalFarm[INDEX_ORIGINAL_STORAGE]
newFarm[INDEX_STORAGE] = tonumber(originalFarm[INDEX_ORIGINAL_STORAGE])
newFarm[INDEX_CONSTRUCTION_TIME] = originalFarm[INDEX_ORIGINAL_CONSTRUCTION_TIME]
newFarm[INDEX_CONSTRUCTION_TIME] = tonumber(originalFarm[INDEX_ORIGINAL_CONSTRUCTION_TIME])


newFarm[INDEX_REQUIRED_GOODS] = makeRequiredGoodsSubtable(originalFarm, farmsHeaderLookup)
newFarm[INDEX_REQUIRED_GOODS] = makeRequiredGoodsSubtable(originalFarm, farmsHeaderLookup)
Line 350: Line 354:


newFarmsTable[ newFarm[INDEX_ID] ] = newFarm
newFarmsTable[ newFarm[INDEX_ID] ] = newFarm
table.insert(farmsNames, newFarm[INDEX_NAME])


-- Also populate the map for looking up IDs with display names
-- Also populate the map for looking up IDs with display names
Line 378: Line 384:
---
---
--- Uses the display name, which people are more familiar with, to find the
--- Uses the display name, which people are more familiar with, to find the
--- encoded ID of the institution. Useful for retrieving the  data that is
--- encoded ID of the farm. Useful for retrieving the  data that is
--- indexed by ID.
--- indexed by ID.
---
---
Line 385: Line 391:
--- @param displayName string plain-language name of the farm to find
--- @param displayName string plain-language name of the farm to find
--- @return string ID of the farm found, or nil if not found
--- @return string ID of the farm found, or nil if not found
local function findfarmIDByName(displayName)
local function findFarmIDByName(displayName)


-- At runtime, this should never be nil or empty, so throw an error.
-- At runtime, this should never be nil or empty, so throw an error.
Line 448: Line 454:
end
end
local farmID = findfarmIDByName(displayName)
local farmID = findFarmIDByName(displayName)
if not farmID then
if not farmID then
return nil
return nil
Line 790: Line 796:


return farm[INDEX_RECIPES]
return farm[INDEX_RECIPES]
end
---
--- Retrieves the number of recipes for the farm specified by its
--- plain language display name, in a table that looks like this:
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number of recipe at the farm
function FarmsData.getFarmNumberOfRecipes(displayName)
local farm = FarmsData.getAllDataForFarm(displayName)
if not farm then
return 0
end
recipes = farm[INDEX_RECIPES]
if not recipes then
return 0
end
return #recipes
end
end


Line 853: Line 885:


---
---
--- Retrieves the icon filename for the institution specified by its plain
--- Retrieves the icon filename for the farm specified by its plain
--- language display name.
--- language display name.
---
---
--- Returns nil if the institution named was not found.
--- Returns nil if the farm named was not found.
---
---
---@param displayName string the plain language name of the institution
---@param displayName string the plain language name of the farm
---@return string the farm's icon filename, including the extension
---@return string the farm's icon filename, including the extension
function FarmsData.getFarmIcon(displayName)
function FarmsData.getFarmIcon(displayName)
Line 945: Line 977:
return mapRecipeGoodIDsToFarmNames[productID]
return mapRecipeGoodIDsToFarmNames[productID]
end
end
---
--- Retrieves the name of the farm at the specified index.
---
---@param index number index
---@return string name of the building at the specified index
function FarmsData.getFarmNameFromDatabase(index)
if not index then
return nil
end
if not farmsTable then
loadData()
end
return farmsNames[index]
end
---
--- Returns the number of buildings that can be retrieved from this
--- module's database.
---
---@return number of records
function FarmsData.getNumberOfFarmsInDatabase()
if not farmsTable then
loadData()
end
return #farmsNames
end


--endregion
--endregion


return FarmsData
return FarmsData

Latest revision as of 04:39, 28 November 2023

Documentation for this module may be created at Module:FarmsData/doc

---
--- Module for compiling farming buildings 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:
---
--- area = FarmsData.getFarmArea(farmName)
---
--- This will return the working radius of the farm. It is preferable to
--- call the getter methods with the name of the farm rather than
--- retrieving the entire data record for the farm. This way your code
--- stays protected from variations in this module. These getter methods are
--- called with the plain-language display name of the farm, as spelled
--- in the game, including punctuation.
---
--- * longDescription = FarmsData.getFarmDescription(farmName)
--- * constructionCategory = FarmsData.getFarmCategory(farmName)
--- * sizeX, sizeY = FarmsData.getFarmSize(farmName)
--- * requiredGoodID, stackSize = FarmsData.getFarmRequiredGood(farmName, requirementIndex)
--- * timeSeconds = FarmsData.getFarmConstructionTime(farmName)
--- * cityScore = FarmsData.getFarmCityScore(farmName)
--- * isMovable = FarmsData.isFarmMovable(farmName)
--- * isInitiallyEssential = FarmsData.isFarmInitiallyEssential(farmName)
--- * radius = FarmsData.getFarmArea(farmName)
--- * storageCapacity = FarmsData.getFarmStorage(farmName)
--- * workplaces = FarmsData.getFarmNumberOfWorkplaces(farmName)
--- * goodID, stackSize = FarmsData.getFarmRecipeProduct(farmName, recipeIndex)
--- * gradeStars, plantingSeconds, harvestSeconds = FarmsData.getFarmRecipeStats(farmName, recipeIndex)
--- * iconFilename = FarmsData.getFarmIcon(farmName)
---
--- And the following getter methods are all called with the farm's ID.
--- You will have an ID instead of a display name when dealing with other data
--- like recipes, species, etc.
---
--- * name = FarmsData.getFarmNameByID(farmID)
--- * iconFilename = FarmsData.getFarmIconByID(farmID)
---
--- You can retrieve all farms that produce a certain good (with any grade of
--- efficiency) with the following getter:
---
--- farmNamesTable = FarmsData.getFarmNamesWithRecipeProductID(productID)
---
--- There are methods to retrieve the lists of required goods, workplaces, and
--- recipes, but it is advised to instead use the getter methods
--- getFarmRequiredGood, getFarmNumberOfWorkplaces, and
--- getFarmRecipe with an index desired, which is good for loops. If
--- you must get the tables, there are three "getAll" methods:
---
--- * requiredGoodsTable = FarmsData.getAllFarmRequiredGoods(farmName)
--- * workplacesTable = FarmsData.getAllFarmWorkplaces(farmName)
--- * recipesTable = FarmsData.getAllFarmRecipes(farmName)
---
--- As a last resort, or if you need to transform the data structure, you can
--- call the method getAllDataForFarm(farmName) or
--- getAllDataForFarmByID(farmID). These return a whole record
--- from the data table corresponding to the required display name or ID.
---
--- The data table for farms has the following structure:
---
--- farmsTable = {
--- 	["farm1_ID"] = {
--- 		["id"] = "farm1_ID",
--- 		["displayName"] = "Plain Language Name",
--- 		["description"] = "A long string with some HTML entities too.",
--- 		["category"] = "Construction toolbar category",
--- 		["sizeX"] = 9, size in tiles
--- 		["sizeY"] = 9, size in tiles
--- 		["requiredGoods"] = {
--- 			[1] = { ["stackSize"] = 99, ["goodID"] = "good1_ID" },
--- 			[2] = { ["stackSize"] = 99, ["goodID"] = "good2_ID" },
--- 			[3] = { ... } or missing if fewer
--- 		},
--- 		["constructionTime"] = 99, number of seconds
--- 		["cityScore"] = 99, points?
--- 		["movable"] = true or false, if it can be moved at any cost
--- 		["initiallyEssential"] = true or false, if a new-game-starting blueprint
--- 		["area"] = 99, tile radius
--- 		["storage"] = 99, capacity
--- 		["workplaces"] = {
--- 			[1] = "Any",
--- 			[2] = "Any",
--- 			[3] = "Any",
--- 			[4] = ... representing the number of workplaces, or missing if fewer
--- 		},
--- 		["recipes"] = {
--- 			["good1_ID"] = {
--- 				"goodID" = "good1_ID",
--- 				"stackSize" = 99,
--- 				"grade" = 9, number of stars,
--- 				"plantingTime" = 99, seconds,
--- 				"harvestTime" = 99, seconds
--- 			}
--- 			["good2_ID"] = { ... }
--- 			["good3_ID"] = { ... }
--- 			["good4_ID"] = ... or missing if fewer
--- 		}
--- 	},
--- 	["farm2_ID"] = {
--- 		...
--- 	},
--- 	["farm3_ID"] = {
--- 		...
--- 	},
--- 	...
--- }
---
--- @module FarmsData
local FarmsData = {}



local CsvUtils = require("Module:CsvUtils")



--region Private member variables

--- Main data tables, like this: table[ID] = table containing data for that ID
local farmsTable

--- Supporting table, list of names table[i] = name.
local farmsNames

--- Lookup map. Built once and reused on subsequent calls within this session,
--- like this: table[display name] = farmID
local mapNamesToIDs
--- Lookup map. Built once and reused on subsequent calls within this session,
--- like this: table[goodID] = { farmName1, farmName2, ... }
local mapRecipeGoodIDsToFarmNames
--endregion



--region Private constants

local DATA_TEMPLATE_NAME = "Template:Farms_csv"

local INDEX_ID = "id"
local INDEX_NAME = "displayName"
local INDEX_DESCRIPTION = "description"
local INDEX_CATEGORY = "category"
local INDEX_SIZE_X = "sizeX"
local INDEX_SIZE_Y = "sizeY"
local INDEX_CITY_SCORE = "cityScore"
local INDEX_MOVABLE = "movable"
local INDEX_INITIALLY_ESSENTIAL = "initiallyEssential"
local INDEX_AREA = "area"
local INDEX_STORAGE = "storage"
local INDEX_CONSTRUCTION_TIME = "constructionTime"
local INDEX_REQUIRED_GOODS = "requiredGoods" -- table
local INDEX_WORKPLACES = "workplaces" -- table
local INDEX_RECIPES = "recipes" -- table

local INDEX_CONSTRUCTION_GOODS_STACK_SIZE = "stackSize"
local INDEX_CONSTRUCTION_GOODS_GOOD_ID = "goodID"

local INDEX_RECIPE_STACK_SIZE = "stackSize"
local INDEX_RECIPE_GOOD_ID = "goodID"
local INDEX_RECIPE_GRADE = "grade"
local INDEX_RECIPE_PLANTING_TIME = "plantingTime"
local INDEX_RECIPE_HARVESTING_TIME = "harvestingTime"

local PATTERN_SPLIT_STACK_AND_ID = "(%d+)%s([%[%]%s%a]+)"
local PATTERN_CAPTURE_END_NUMBER = "Grade(%d)"

--endregion



--region Private methods

---
--- Creates a new subtable containing the construction goods required for the
--- specified farm.
---
--- @param originalFarm table farm data record from which to make subtable
--- @param farmsHeaderLookup table header lookup built from the CSV data
--- @return table subtable with the required construction goods
local function makeRequiredGoodsSubtable(originalFarm, farmsHeaderLookup)

	-- A constant we'll need only within this function.
	local REQ_GOOD_HEADER_BASE_STRING = "requiredGood"

	-- Copy the originals directly into a subtable.
	local requiredIndex1 = farmsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "1"]
	local requiredIndex2 = farmsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "2"]
	local requiredIndex3 = farmsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "3"]

	local number1, id1 = originalFarm[requiredIndex1]:match(PATTERN_SPLIT_STACK_AND_ID)
	local number2, id2 = originalFarm[requiredIndex2]:match(PATTERN_SPLIT_STACK_AND_ID)
	local number3, id3 = originalFarm[requiredIndex3]:match(PATTERN_SPLIT_STACK_AND_ID)

	-- don't add subtables that would just contain nils
	local requiredGoods = {
		number1 and id1 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number1), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id1 } or nil,
		number2 and id2 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number2), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id2 } or nil,
		number3 and id3 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number3), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id3 } or nil
	}

	return requiredGoods
end



---
--- Creates a new subtable containing the workplaces available in the specified
--- farm.
---
--- @param originalFarm table farm data record from which to make subtable
--- @param farmsHeaderLookup table header lookup built from the CSV data
--- @return table subtable with the workplaces
local function makeWorkplacesSubtable(originalFarm, farmsHeaderLookup)

	-- A constant we'll need only within this function.
	local WORKPLACE_HEADER_BASE_STRING = "workplace"

	-- Copy the originals directly into a subtable.
	local workplaceIndex1 = farmsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "1"]
	local workplaceIndex2 = farmsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "2"]
	local workplaceIndex3 = farmsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "3"]
	local workplaceIndex4 = farmsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "4"]

	local workplace1 = originalFarm[workplaceIndex1]
	local workplace2 = originalFarm[workplaceIndex2]
	local workplace3 = originalFarm[workplaceIndex3]
	local workplace4 = originalFarm[workplaceIndex4]

	-- if it's not an empty string, then save that to the table, otherwise nil
	local workplaces = {
		(workplace1 ~= "" and workplace1) or nil,
		(workplace2 ~= "" and workplace2) or nil,
		(workplace3 ~= "" and workplace3) or nil,
		(workplace4 ~= "" and workplace4) or nil
	}

	return workplaces
end



---
--- Creates a new subtable containing the recipes available in the specified
--- farm.
---
--- @param farmName string the display name of the farm
--- @param originalFarm table farm data record from which to make subtable
--- @param farmsHeaderLookup table header lookup built from the CSV data
--- @return table subtable with the recipe IDs
local function makeRecipesSubtable(farmName, originalFarm, farmsHeaderLookup)

	-- A constant we'll need only within this function.
	local MAX_RECIPES = 3
	local LOOKUP_RECIPE_BASE_STRING = "recipe"
	local LOOKUP_GOOD_BASE_STRING = "Good"
	local LOOKUP_GRADE_BASE_STRING = "Grade"
	local LOOKUP_PLANTING_TIME_BASE_STRING = "PlantingTime"
	local LOOKUP_HARVESTING_TIME_BASE_STRING = "HarvestTime"

	if not mapRecipeGoodIDsToFarmNames then
		mapRecipeGoodIDsToFarmNames = {}
	end

	-- Copy the originals directly into a subtable.
	local recipes = {}
	for i = 1, MAX_RECIPES do

		-- A subtable for this recipe
		newRecipe = {}
		local originalGoodIndex = farmsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. i
				.. LOOKUP_GOOD_BASE_STRING]
		local originalGradeIndex = farmsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. i
				.. LOOKUP_GRADE_BASE_STRING]
		local originalPlantingTimeIndex = farmsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. i
				.. LOOKUP_PLANTING_TIME_BASE_STRING]
		local originalHarvestingTimeIndex = farmsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. i
				.. LOOKUP_HARVESTING_TIME_BASE_STRING]

		local originalStackSize, originalGoodID = originalFarm[originalGoodIndex]:match(PATTERN_SPLIT_STACK_AND_ID)

		-- Skip blank recipes.
		if originalGoodID and originalGoodID ~= "" then
			newRecipe[INDEX_RECIPE_GOOD_ID] = originalGoodID
			newRecipe[INDEX_RECIPE_STACK_SIZE] = tonumber(originalStackSize)
			newRecipe[INDEX_RECIPE_GRADE] = tonumber(originalFarm[originalGradeIndex]:match(PATTERN_CAPTURE_END_NUMBER))
			newRecipe[INDEX_RECIPE_PLANTING_TIME] = tonumber(originalFarm[originalPlantingTimeIndex])
			newRecipe[INDEX_RECIPE_HARVESTING_TIME] = tonumber(originalFarm[originalHarvestingTimeIndex])

			table.insert(recipes,newRecipe)

			if not mapRecipeGoodIDsToFarmNames[originalGoodID] then
				mapRecipeGoodIDsToFarmNames[originalGoodID] = {}
			end
			table.insert(mapRecipeGoodIDsToFarmNames[originalGoodID], farmName)
		end
	end

	return recipes
end



---
--- Transforms the originalFarmsTable returned from CSV processing to be
--- more conducive to member functions looking up data. Converts text strings
--- into subtables. Converts header row into field keys on every record and
--- stores records by id rather than arbitrary integer.
---
--- @param originalFarmsTable table of CSV-based data, with header row, data rows
--- @param farmsHeaderLookup table lookup table of headers to get indexes
--- @return table better structured with IDs as keys
local function restructureFarmsTable(originalFarmsTable, farmsHeaderLookup)

	-- A few constants we need only in 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_SIZE_X = 5
	local INDEX_ORIGINAL_SIZE_Y = 6
	-- Required goods are indexes 7, 8, 9
	local INDEX_ORIGINAL_CONSTRUCTION_TIME = 10
	local INDEX_ORIGINAL_CITY_SCORE = 11
	local INDEX_ORIGINAL_MOVABLE = 12
	local INDEX_ORIGINAL_ESSENTIAL = 13
	local INDEX_ORIGINAL_AREA = 14
	local INDEX_ORIGINAL_STORAGE = 15

	mapNamesToIDs = {}
	farmsNames = {}

	local newFarmsTable = {}
	for _, originalFarm in ipairs(originalFarmsTable[DATA_ROWS]) do

		-- Copy over the content, mapping unhelpful indexes into headers keys.
		local newFarm = {}
		newFarm[INDEX_ID] = originalFarm[INDEX_ORIGINAL_ID]
		newFarm[INDEX_NAME] = originalFarm[INDEX_ORIGINAL_NAME]
		newFarm[INDEX_DESCRIPTION] = originalFarm[INDEX_ORIGINAL_DESCRIPTION]
		newFarm[INDEX_CATEGORY] = originalFarm[INDEX_ORIGINAL_CATEGORY]
		newFarm[INDEX_SIZE_X] = tonumber(originalFarm[INDEX_ORIGINAL_SIZE_X])
		newFarm[INDEX_SIZE_Y] = tonumber(originalFarm[INDEX_ORIGINAL_SIZE_Y])
		newFarm[INDEX_CITY_SCORE] = tonumber(originalFarm[INDEX_ORIGINAL_CITY_SCORE])
		newFarm[INDEX_MOVABLE] = originalFarm[INDEX_ORIGINAL_MOVABLE] == "True"
		newFarm[INDEX_INITIALLY_ESSENTIAL] = originalFarm[INDEX_ORIGINAL_ESSENTIAL] == "True"
		newFarm[INDEX_AREA] = tonumber(originalFarm[INDEX_ORIGINAL_AREA])
		newFarm[INDEX_STORAGE] = tonumber(originalFarm[INDEX_ORIGINAL_STORAGE])
		newFarm[INDEX_CONSTRUCTION_TIME] = tonumber(originalFarm[INDEX_ORIGINAL_CONSTRUCTION_TIME])

		newFarm[INDEX_REQUIRED_GOODS] = makeRequiredGoodsSubtable(originalFarm, farmsHeaderLookup)
		newFarm[INDEX_WORKPLACES] = makeWorkplacesSubtable(originalFarm, farmsHeaderLookup)
		newFarm[INDEX_RECIPES] = makeRecipesSubtable(newFarm[INDEX_NAME], originalFarm, farmsHeaderLookup)

		newFarmsTable[ newFarm[INDEX_ID] ] = newFarm

		table.insert(farmsNames, newFarm[INDEX_NAME])

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

	return newFarmsTable
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.
	local originalFarmsTable, farmsHeaderLookup = CsvUtils.extractTables(DATA_TEMPLATE_NAME)

	-- Now restructure to be more conducive.
	farmsTable = restructureFarmsTable(originalFarmsTable, farmsHeaderLookup)
end



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

	if not farmsTable then
		loadData()
	end

	return mapNamesToIDs[displayName]
end

--endregion



--region Public methods

--- Retrieve the whole table of data for the specified farm. 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 farm cannot be found.
---
--- @param farmID string ID of the farm
--- @return table containing the data with key-value pairs, or nil if not found
function FarmsData.getAllDataForFarmByID(farmID)

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

	if not farmsTable then
		loadData()
	end

	return farmsTable[farmID]
end



--- Retrieve the whole table of data for the specified farm. 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 farm cannot be found.
---
--- @param displayName string plain language name of the farm
--- @return table containing the data with key-value pairs, or nil if not found
function FarmsData.getAllDataForFarm(displayName)

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

	if not farmsTable then
		loadData()
	end
	
	local farmID = findFarmIDByName(displayName)
	if not farmID then
		return nil
	end
	
	return farmsTable[farmID]
end



---
--- Retrieves the ID for the farm specified by its plain language
--- display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return string the ID of the specified farm
function FarmsData.getFarmID(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_ID]
end



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

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_DESCRIPTION]
end



---
--- Retrieves the construction toolbar category for the farm specified
--- by its plain language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return string the category of the specified farm
function FarmsData.getFarmCategory(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_CATEGORY]
end



---
--- Retrieves the 2x2 size for the farm specified by its plain language
--- display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number the X-size of the farm
---@return number the Y-size of the farm
function FarmsData.getFarmSize(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_SIZE_X], farm[INDEX_SIZE_Y]
end



---
--- Retrieves the goods required for construction for the farm specified
--- by its plain language display name, in a table that looks like this:
---
--- ["requiredGoods"] = {
---    [1] = { ["stackSize"] = 99, ["goodID"] = "good1_ID" },
---    [2] = { ["stackSize"] = 99, ["goodID"] = "good2_ID" },
---    [3] = { ... } or missing if fewer
--- }
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return table of required goods
function FarmsData.getAllFarmRequiredGoods(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_REQUIRED_GOODS]
end



---
--- Retrieves the specified required construction good for the farm
--- specified by its plain language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@param requirementIndex number which construction good to retrieve
---@return string the ID of the good that is required, or nil if none
---@return number the stack size of that good, or nil if none
function FarmsData.getFarmRequiredGood(displayName, requirementIndex)

	local requiredGoods = FarmsData.getAllFarmRequiredGoods(displayName)

	if not requiredGoods then
		return nil
	end

	local requirement = requiredGoods[requirementIndex]
	if not requirement then
		return nil
	end

	return requirement[INDEX_CONSTRUCTION_GOODS_GOOD_ID], requirement[INDEX_CONSTRUCTION_GOODS_STACK_SIZE]
end



---
--- Retrieves the construction time for the farm specified by its plain
--- language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number of seconds it takes to construct the farm
function FarmsData.getFarmConstructionTime(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_CONSTRUCTION_TIME]
end



---
--- Retrieves the city score awarded for the farm specified by its plain
--- language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number of points for city score from having the farm
function FarmsData.getFarmCityScore(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_CITY_SCORE]
end



---
--- Retrieves whether the farm specified by its plain language display
--- name can be moved, at any cost.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return boolean of whether the farm can be moved
function FarmsData.isFarmMovable(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_MOVABLE]
end



---
--- Retrieves whether the farm specified by its plain language display
--- name has an essential starting blueprint for a new game profile.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return boolean of whether the farm's blueprint is essential
function FarmsData.isFarmInitiallyEssential(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_INITIALLY_ESSENTIAL]
end



---
--- Retrieves the gathering area for the farm specified by its plain
--- language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number of tiles of gathering radius
function FarmsData.getFarmArea(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_AREA]
end



---
--- Retrieves the storage capacity of the farm specified by its plain
--- language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number of storage capacity at the farm
function FarmsData.getFarmStorage(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_STORAGE]
end



---
--- Retrieves the table of workplaces for the farm specified by its
--- plain language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return table of workplaces
function FarmsData.getAllFarmWorkplaces(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_WORKPLACES]
end



---
--- Retrieves the number of workplaces for the farm specified by its
--- plain language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number of workplaces
function FarmsData.getFarmNumberOfWorkplaces(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return #farm[INDEX_WORKPLACES]
end



---
--- Retrieves the table of recipes for the farm specified by its
--- plain language display name, in a table that looks like this:
---
--- ["recipes"] = {
--- 	[1] = "recipe1_ID",
--- 	[2] = "recipe2_ID",
--- 	[3] = "recipe3_ID",
--- 	[4] = ... or missing if fewer
--- }
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return table of recipe IDs
function FarmsData.getAllFarmRecipes(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	return farm[INDEX_RECIPES]
end



---
--- Retrieves the number of recipes for the farm specified by its
--- plain language display name, in a table that looks like this:
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return number of recipe at the farm
function FarmsData.getFarmNumberOfRecipes(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return 0
	end

	recipes = farm[INDEX_RECIPES]
	if not recipes then
		return 0
	end

	return #recipes
end



---
--- Retrieves the product's ID and the stack size produced by the specified
--- recipe at the farm specified by its plain language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@param recipeIndex number the index of the recipe ID
---@return string the ID of the good produced by the specified recipe
---@return number the stack size produced by the specified recipe
function FarmsData.getFarmRecipeProduct(displayName, recipeIndex)

	local recipes = FarmsData.getAllFarmRecipes(displayName)

	if not recipes then
		return nil
	end

	local recipe = recipes[recipeIndex]
	if not recipe then
		return nil
	end

	return recipe[INDEX_RECIPE_GOOD_ID], recipe[INDEX_RECIPE_STACK_SIZE]
end



---
--- Retrieves the other stats for specified recipe at the farm specified by
--- its plain language display name: the efficiency grade and the planting and
--- harvesting times.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@param recipeIndex number the index of the recipe ID
---@return number of stars, the grade of the specified recipe
---@return number of seconds for planting
---@return number of seconds for harvesting
function FarmsData.getFarmRecipeStats(displayName, recipeIndex)

	local recipes = FarmsData.getAllFarmRecipes(displayName)

	if not recipes then
		return nil
	end

	local recipe = recipes[recipeIndex]
	if not recipe then
		return nil
	end

	return recipe[INDEX_RECIPE_GRADE], recipe[INDEX_RECIPE_PLANTING_TIME], recipe[INDEX_RECIPE_HARVESTING_TIME]
end



---
--- Retrieves the icon filename for the farm specified by its plain
--- language display name.
---
--- Returns nil if the farm named was not found.
---
---@param displayName string the plain language name of the farm
---@return string the farm's icon filename, including the extension
function FarmsData.getFarmIcon(displayName)

	local farm = FarmsData.getAllDataForFarm(displayName)

	if not farm then
		return nil
	end

	-- the base string of the icon is the ID. It has to be not nil to
	-- concatenate
	if farm[INDEX_ID] then
		return farm[INDEX_ID] .. "_icon.png"
	else
		return nil
	end
end



---
--- Retrieves the plain language display name for the farm specified by
--- its ID.
---
--- Returns nil if the farm named was not found.
---
---@param farmID string the ID of the farm
---@return string the farm's name as seen in-game
function FarmsData.getFarmNameByID(farmID)

	local farm = FarmsData.getAllDataForFarmByID(farmID)

	if not farm then
		return nil
	end

	return farm[INDEX_NAME]
end



---
--- Retrieves the icon filename for the the farm specified by its ID.
---
--- Returns nil if the farm named was not found.
---
---@param farmID string the ID of the farm
---@return string the farm's icon filename, including the extension
function FarmsData.getFarmIconByID(farmID)

	local farm = FarmsData.getAllDataForFarmByID(farmID)

	if not farm then
		return nil
	end

	-- the base string of the icon is the ID. It has to be not nil to
	-- concatenate
	if farm[INDEX_ID] then
		return farm[INDEX_ID] .. "_icon.png"
	else
		return nil
	end
end



---
--- Retrieve all display names of farms that have a recipe that produces the
--- specified product ID.
---
---@param productID string the ID of the good to produce
---@return table of farm names that produce the specified good
function FarmsData.getFarmNamesWithRecipeProductID(productID)

	-- At runtime, this should never be nil or empty.
	if not productID or productID == "" then
		error("Parameter is nil or empty for product ID.")
	end

	if not farmsTable then
		loadData()
	end

	return mapRecipeGoodIDsToFarmNames[productID]
end



---
--- Retrieves the name of the farm at the specified index.
---
---@param index number index
---@return string name of the building at the specified index
function FarmsData.getFarmNameFromDatabase(index)

	if not index then
		return nil
	end

	if not farmsTable then
		loadData()
	end

	return farmsNames[index]
end



---
--- Returns the number of buildings that can be retrieved from this
--- module's database.
---
---@return number of records
function FarmsData.getNumberOfFarmsInDatabase()

	if not farmsTable then
		loadData()
	end

	return #farmsNames
end





--endregion

return FarmsData