Module:CampsData: Difference between revisions

From Against the Storm Official Wiki
m (Now stores the right fields as actual numbers instead of strings of numbers)
(Added two new methods to support getting names from the database)
 
(3 intermediate revisions by the same user not shown)
Line 85: Line 85:
--- },
--- },
--- ["recipes"] = {
--- ["recipes"] = {
--- ["good1_ID"] = {
--- [1] = {
--- "goodID" = "good1_ID",
--- "goodID" = "good1_ID",
--- "grade" = 9, number of stars,
--- "grade" = 9, number of stars,
--- "gatheringTime" = 99, seconds,
--- "gatheringTime" = 99, seconds,
--- }
--- }
--- ["good2_ID"] = { ... }
--- [2] = { ... }
--- ["good3_ID"] = { ... }
--- [3] = ... or missing if fewer
--- ["good4_ID"] = ... or missing if fewer
--- }
--- }
--- },
--- },
Line 117: Line 116:
--- 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 campsTable
local campsTable
--- Supporting table, list of names table[i] = name.
local campsNames


--- 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 161: Line 163:


local WOODCUTTER_ID_WOOD = "[Mat Raw] Wood"
local WOODCUTTER_ID_WOOD = "[Mat Raw] Wood"
local WOODCUTTER_GRADE = 3
local WOODCUTTER_GRADE = 1
local WOODCUTTER_GATHERING_TIME = 2
local WOODCUTTER_GATHERING_TIME = 2


Line 323: Line 325:


mapNamesToIDs = {}
mapNamesToIDs = {}
campsNames = {}


local newCampsTable = {}
local newCampsTable = {}
Line 347: Line 350:


newCampsTable[ newCamp[INDEX_ID] ] = newCamp
newCampsTable[ newCamp[INDEX_ID] ] = newCamp
table.insert(campsNames, newCamp[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 413: Line 418:


campsTable[newCamp[INDEX_ID]] = newCamp
campsTable[newCamp[INDEX_ID]] = newCamp
mapNamesToIDs[newCamp[INDEX_NAME]] = newCamp[INDEX_ID]


-- This is the only camp that harvests wood.
-- This is the only camp that harvests wood.
Line 857: Line 864:


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


Line 1,009: Line 1,042:


return mapRecipeGoodIDsToCampNames[productID]
return mapRecipeGoodIDsToCampNames[productID]
end
---
--- Retrieves the name of the camp at the specified index.
---
---@param index number index
---@return string name of the building at the specified index
function CampsData.getCampNameFromDatabase(index)
if not index then
return nil
end
if not campsTable then
loadData()
end
return campsNames[index]
end
---
--- Returns the number of buildings that can be retrieved from this
--- module's database.
---
---@return number of records
function CampsData.getNumberOfCampsInDatabase()
if not campsTable then
loadData()
end
return #campsNames
end
end



Latest revision as of 04:42, 28 November 2023

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

---
--- Module for compiling camps 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 = CampsData.getCampArea(campName)
---
--- This will return the working radius of the camp. It is preferable to
--- call the getter methods with the name of the camp rather than
--- retrieving the entire data record for the camp. This way your code
--- stays protected from variations in this module. These getter methods are
--- called with the plain-language display name of the camp, as spelled
--- in the game, including punctuation.
---
--- * longDescription = CampsData.getCampDescription(campName)
--- * constructionCategory = CampsData.getCampCategory(campName)
--- * sizeX, sizeY = CampsData.getCampSize(campName)
--- * requiredGoodID, stackSize = CampsData.getCampRequiredGood(campName, requirementIndex)
--- * timeSeconds = CampsData.getCampConstructionTime(campName)
--- * cityScore = CampsData.getCampCityScore(campName)
--- * isMovable = CampsData.isCampMovable(campName)
--- * isInitiallyEssential = CampsData.isCampInitiallyEssential(campName)
--- * radius = CampsData.getCampArea(campName)
--- * storageCapacity = CampsData.getCampStorage(campName)
--- * workplaces = CampsData.getCampNumberOfWorkplaces(campName)
--- * goodID = CampsData.getCampRecipeProduct(campName, recipeIndex)
--- * gradeStars, gatheringSeconds = CampsData.getCampRecipeStats(campName, recipeIndex)
--- * iconFilename = CampsData.getCampIcon(campName)
---
--- And the following getter methods are all called with the camp's ID.
--- You will have an ID instead of a display name when dealing with other data
--- like recipes, species, etc.
---
--- * name = CampsData.getCampNameByID(campID)
--- * iconFilename = CampsData.getCampIconByID(campID)
---
--- You can retrieve all camps that produce a certain good (with any grade of
--- efficiency) with the following getter:
---
--- campNamesTable = CampsData.getCampNamesWithRecipeProductID(productID)
---
--- There are methods to retrieve the lists of required goods, workplaces, and
--- recipes, but it is advised to instead use the getter methods
--- getCampRequiredGood, getCampNumberOfWorkplaces, and
--- getCampRecipe with an index desired, which is good for loops. If
--- you must get the tables, there are three "getAll" methods:
---
--- * requiredGoodsTable = CampsData.getAllCampRequiredGoods(campName)
--- * workplacesTable = CampsData.getAllCampWorkplaces(campName)
--- * recipesTable = CampsData.getAllCampRecipes(campName)
---
--- As a last resort, or if you need to transform the data structure, you can
--- call the method getAllDataForCamp(campName) or
--- getAllDataForCampByID(campID). These return a whole record
--- from the data table corresponding to the required display name or ID.
---
--- The data table for camps has the following structure:
---
--- campsTable = {
--- 	["camp1_ID"] = {
--- 		["id"] = "camp1_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"] = {
--- 			[1] = {
--- 				"goodID" = "good1_ID",
--- 				"grade" = 9, number of stars,
--- 				"gatheringTime" = 99, seconds,
--- 			}
--- 			[2] = { ... }
--- 			[3] = ... or missing if fewer
--- 		}
--- 	},
--- 	["camp2_ID"] = {
--- 		...
--- 	},
--- 	["camp3_ID"] = {
--- 		...
--- 	},
--- 	...
--- }
---
--- @module CampsData
local CampsData = {}



local CsvUtils = require("Module:CsvUtils")



--region Private member variables

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

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

--- Lookup map. Built once and reused on subsequent calls within this session,
--- like this: table[display name] = campID
local mapNamesToIDs
--- Lookup map. Built once and reused on subsequent calls within this session,
--- like this: table[goodID] = { campName1, campName2, ... }
local mapRecipeGoodIDsToCampNames

--endregion



--region Private constants

local GATHERER_HUTS_DATA_TEMPLATE_NAME = "Template:GathererHuts_csv"
local CAMPS_DATA_TEMPLATE_NAME = "Template:Camps_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_CONSTRUCTION_TIME = "constructionTime"
local INDEX_CITY_SCORE = "cityScore"
local INDEX_MOVABLE = "movable"
local INDEX_INITIALLY_ESSENTIAL = "initiallyEssential"
local INDEX_AREA = "area"
local INDEX_STORAGE = "storage"
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_GOOD_ID = "goodID"
local INDEX_RECIPE_GRADE = "grade"
local INDEX_RECIPE_GATHERING_TIME = "gatheringTime"

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

local WOODCUTTER_ID_WOOD = "[Mat Raw] Wood"
local WOODCUTTER_GRADE = 1
local WOODCUTTER_GATHERING_TIME = 2

--endregion



--region Private methods

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

	-- 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 = campsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "1"]
	local requiredIndex2 = campsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "2"]
	local requiredIndex3 = campsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "3"]

	local number1, id1 = originalCamp[requiredIndex1]:match(PATTERN_SPLIT_STACK_AND_ID)
	local number2, id2 = originalCamp[requiredIndex2]:match(PATTERN_SPLIT_STACK_AND_ID)
	local number3, id3 = originalCamp[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
--- camp.
---
--- @param originalCamp table camp data record from which to make subtable
--- @param campsHeaderLookup table header lookup built from the CSV data
--- @return table subtable with the workplaces
local function makeWorkplacesSubtable(originalCamp, campsHeaderLookup)

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

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

	local workplace1 = originalCamp[workplaceIndex1]
	local workplace2 = originalCamp[workplaceIndex2]
	local workplace3 = originalCamp[workplaceIndex3]
	local workplace4 = originalCamp[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
--- camp.
---
--- @param campName string the display name of the camp
--- @param originalCamp table camp data record from which to make subtable
--- @param campsHeaderLookup table header lookup built from the CSV data
--- @return table subtable with the recipe IDs
local function makeRecipesSubtable(campName, originalCamp, campsHeaderLookup)

	-- A constant we'll need only within this function.
	local MAX_RECIPES = 3
	local LOOKUP_RECIPE_BASE_STRING = "recipe"
	local LOOKUP_GOOD_BASE_STRING = "SeekedDeposits"
	local LOOKUP_GRADE_BASE_STRING = "Grade"
	local LOOKUP_GATHERING_TIME_BASE_STRING = "GatheringTime"

	if not mapRecipeGoodIDsToCampNames then
		mapRecipeGoodIDsToCampNames = {}
	end

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

		-- A subtable for this recipe
		newRecipe = {}
		local originalGoodIndex = campsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. i
				.. LOOKUP_GOOD_BASE_STRING]
		local originalGradeIndex = campsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. i
				.. LOOKUP_GRADE_BASE_STRING]
		local originalGatheringTimeIndex = campsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. i
				.. LOOKUP_GATHERING_TIME_BASE_STRING]

		local originalGoodID = originalCamp[originalGoodIndex]

		-- Skip blank recipes.
		if originalGoodID and originalGoodID ~= "" then
			newRecipe[INDEX_RECIPE_GOOD_ID] = originalGoodID
			newRecipe[INDEX_RECIPE_GRADE] = tonumber(originalCamp[originalGradeIndex]:match(PATTERN_CAPTURE_END_NUMBER))
			newRecipe[INDEX_RECIPE_GATHERING_TIME] = tonumber(originalCamp[originalGatheringTimeIndex])

			table.insert(recipes,newRecipe)

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

	return recipes
end



---
--- Transforms the originalCampsTable 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 originalCampsTable table of CSV-based data, with header row, data rows
--- @param campsHeaderLookup table lookup table of headers to get indexes
--- @return table better structured with IDs as keys
local function restructureGathererHuts(originalCampsTable, campsHeaderLookup)

	-- 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 = {}
	campsNames = {}

	local newCampsTable = {}
	for _, originalCamp in ipairs(originalCampsTable[DATA_ROWS]) do

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

		newCamp[INDEX_REQUIRED_GOODS] = makeRequiredGoodsSubtable(originalCamp, campsHeaderLookup)
		newCamp[INDEX_WORKPLACES] = makeWorkplacesSubtable(originalCamp, campsHeaderLookup)
		newCamp[INDEX_RECIPES] = makeRecipesSubtable(newCamp[INDEX_NAME], originalCamp, campsHeaderLookup)

		newCampsTable[ newCamp[INDEX_ID] ] = newCamp

		table.insert(campsNames, newCamp[INDEX_NAME])

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

	return newCampsTable
end



---
--- Creates a row for the only record in this table, the woodcutters' camp, in
--- a way that matches the other gathering camps or huts.
---
---@param originalCampsTable table the one-record table
---@param campsHeaderLookup table lookup table of headers to get indexes
---@return table one record to add to campsTable
local function addWoodcuttersCampRow(originalCampsTable, campsHeaderLookup)

	-- 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

	-- The woodcutters' camp is at index 1 in the data rows.
	local originalCamp = originalCampsTable[DATA_ROWS][1]

	local newCamp = {}
	newCamp[INDEX_ID] = originalCamp[INDEX_ORIGINAL_ID]
	newCamp[INDEX_NAME] = originalCamp[INDEX_ORIGINAL_NAME]
	newCamp[INDEX_DESCRIPTION] = originalCamp[INDEX_ORIGINAL_DESCRIPTION]
	newCamp[INDEX_CATEGORY] = originalCamp[INDEX_ORIGINAL_CATEGORY]
	newCamp[INDEX_SIZE_X] = tonumber(originalCamp[INDEX_ORIGINAL_SIZE_X])
	newCamp[INDEX_SIZE_Y] = tonumber(originalCamp[INDEX_ORIGINAL_SIZE_Y])
	newCamp[INDEX_CONSTRUCTION_TIME] = tonumber(originalCamp[INDEX_ORIGINAL_CONSTRUCTION_TIME])
	newCamp[INDEX_CITY_SCORE] = tonumber(originalCamp[INDEX_ORIGINAL_CITY_SCORE])
	newCamp[INDEX_MOVABLE] = originalCamp[INDEX_ORIGINAL_MOVABLE]
	newCamp[INDEX_INITIALLY_ESSENTIAL] = originalCamp[INDEX_ORIGINAL_ESSENTIAL]
	newCamp[INDEX_AREA] = tonumber(originalCamp[INDEX_ORIGINAL_AREA])
	newCamp[INDEX_STORAGE] = tonumber(originalCamp[INDEX_ORIGINAL_STORAGE])

	newCamp[INDEX_REQUIRED_GOODS] = makeRequiredGoodsSubtable(originalCamp, campsHeaderLookup)
	newCamp[INDEX_WORKPLACES] = makeWorkplacesSubtable(originalCamp, campsHeaderLookup)

	-- Create a subtable of one recipe. This part of the record does not exist
	-- in the data and needs to be fabricated to match the other camps.
	local oneRecipe = {}
	local recipe = {}
	recipe[INDEX_RECIPE_GOOD_ID] = WOODCUTTER_ID_WOOD
	recipe[INDEX_RECIPE_GRADE] = WOODCUTTER_GRADE
	recipe[INDEX_RECIPE_GATHERING_TIME] = WOODCUTTER_GATHERING_TIME
	table.insert(oneRecipe, recipe)
	newCamp[INDEX_RECIPES] = oneRecipe

	campsTable[newCamp[INDEX_ID]] = newCamp

	mapNamesToIDs[newCamp[INDEX_NAME]] = newCamp[INDEX_ID]

	-- This is the only camp that harvests wood.
	mapRecipeGoodIDsToCampNames[WOODCUTTER_ID_WOOD] = {}
	table.insert(mapRecipeGoodIDsToCampNames[WOODCUTTER_ID_WOOD], newCamp[INDEX_NAME])
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 originalGathererHutsTable, gathererHutsHeaderLookup = CsvUtils.extractTables(GATHERER_HUTS_DATA_TEMPLATE_NAME)

	-- Now restructure to be more conducive.
	campsTable = restructureGathererHuts(originalGathererHutsTable, gathererHutsHeaderLookup)

	-- Now append the woodcutters' camp and fake recipe records for its
	local originalCampsTable, campsHeaderLookup = CsvUtils.extractTables(CAMPS_DATA_TEMPLATE_NAME)

	-- Now restructure and append a row for the camp, since there is only one record right now.
	addWoodcuttersCampRow(originalCampsTable, campsHeaderLookup)
end



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

	if not campsTable then
		loadData()
	end

	return mapNamesToIDs[displayName]
end

--endregion



--region Public methods

--- Retrieve the whole table of data for the specified camp. 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 camp cannot be found.
---
--- @param campID string ID of the camp
--- @return table containing the data with key-value pairs, or nil if not found
function CampsData.getAllDataForCampByID(campID)

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

	if not campsTable then
		loadData()
	end

	return campsTable[campID]
end



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

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

	if not campsTable then
		loadData()
	end
	
	local campID = findCampIDByName(displayName)
	if not campID then
		return nil
	end
	
	return campsTable[campID]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_ID]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_DESCRIPTION]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_CATEGORY]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_SIZE_X], camp[INDEX_SIZE_Y]
end



---
--- Retrieves the goods required for construction for the camp 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 camp named was not found.
---
---@param displayName string the plain language name of the camp
---@return table of required goods
function CampsData.getAllCampRequiredGoods(displayName)

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_REQUIRED_GOODS]
end



---
--- Retrieves the specified required construction good for the camp
--- specified by its plain language display name.
---
--- Returns nil if the camp named was not found.
---
---@param displayName string the plain language name of the camp
---@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 CampsData.getCampRequiredGood(displayName, requirementIndex)

	local requiredGoods = CampsData.getAllCampRequiredGoods(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 camp specified by its plain
--- language display name.
---
--- Returns nil if the camp named was not found.
---
---@param displayName string the plain language name of the camp
---@return number of seconds it takes to construct the camp
function CampsData.getCampConstructionTime(displayName)

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_CONSTRUCTION_TIME]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_CITY_SCORE]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_MOVABLE]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_INITIALLY_ESSENTIAL]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_AREA]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_STORAGE]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_WORKPLACES]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return #camp[INDEX_WORKPLACES]
end



---
--- Retrieves the table of recipes for the camp 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 camp named was not found.
---
---@param displayName string the plain language name of the camp
---@return table of recipe IDs
function CampsData.getAllCampRecipes(displayName)

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

	return camp[INDEX_RECIPES]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return 0
	end

	local recipes = camp[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 camp specified by its plain language display name.
---
--- Returns nil if the camp named was not found.
---
---@param displayName string the plain language name of the camp
---@param recipeIndex number the index of the recipe ID
---@return string the ID of the good produced by the specified recipe
function CampsData.getCampRecipeProduct(displayName, recipeIndex)

	local recipes = CampsData.getAllCampRecipes(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]
end



---
--- Retrieves the other stats for specified recipe at the camp specified by
--- its plain language display name: the efficiency grade and the gathering
--- time.
---
--- Returns nil if the camp named was not found.
---
---@param displayName string the plain language name of the camp
---@param recipeIndex number the index of the recipe ID
---@return number of stars, the grade of the specified recipe
---@return number of seconds for gathering
function CampsData.getCampRecipeStats(displayName, recipeIndex)

	local recipes = CampsData.getAllCampRecipes(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_GATHERING_TIME]
end



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

	local camp = CampsData.getAllDataForCamp(displayName)

	if not camp then
		return nil
	end

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



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

	local camp = CampsData.getAllDataForCampByID(campID)

	if not camp then
		return nil
	end

	return camp[INDEX_NAME]
end



---
--- Retrieves the icon filename for the the camp specified by its ID.
---
--- Returns nil if the camp named was not found.
---
---@param campID string the ID of the camp
---@return string the camp's icon filename, including the extension
function CampsData.getCampIconByID(campID)

	local camp = CampsData.getAllDataForCampByID(campID)

	if not camp then
		return nil
	end

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



---
--- Retrieve all display names of camps that have a recipe that produces the
--- specified product ID.
---
---@param productID string the ID of the good to produce
---@return table of camp names that produce the specified good
function CampsData.getCampNamesWithRecipeProductID(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 campsTable then
		loadData()
	end

	return mapRecipeGoodIDsToCampNames[productID]
end



---
--- Retrieves the name of the camp at the specified index.
---
---@param index number index
---@return string name of the building at the specified index
function CampsData.getCampNameFromDatabase(index)

	if not index then
		return nil
	end

	if not campsTable then
		loadData()
	end

	return campsNames[index]
end



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

	if not campsTable then
		loadData()
	end

	return #campsNames
end

--endregion

return CampsData