Module:CampsData: Difference between revisions

From Against the Storm Official Wiki
m (Changing woodcutter fake grade to match the other camps)
(Added two new methods to support getting names from the database)
Line 116: 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 322: Line 325:


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


local newCampsTable = {}
local newCampsTable = {}
Line 346: 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 1,036: 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



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