Module:FarmsData: Difference between revisions
From Against the Storm Official Wiki
m (Fixed a return value) |
(Added two new methods to support getting names from the database) |
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--- 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 326: | Line 329: | ||
mapNamesToIDs = {} | mapNamesToIDs = {} | ||
farmsNames = {} | |||
local newFarmsTable = {} | local newFarmsTable = {} | ||
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 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 | 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 = | local farmID = findFarmIDByName(displayName) | ||
if not farmID then | if not farmID then | ||
return nil | return nil | ||
Line 971: | 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 |
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