Module:RecipeController2: Difference between revisions
From Against the Storm Official Wiki
m (removing duplicate list entries when there are multiple buildings that make a recipe (a lot)) |
m (resource link was pointing to ID instead of name of goods) |
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title = VIEW_RESOURCE_LINK, | title = VIEW_RESOURCE_LINK, | ||
args = { | args = { | ||
["name"] = recipe[INDEX_RECIPE_PRODUCT_NAME], | ["name"] = GoodsData.getName(recipe[INDEX_RECIPE_PRODUCT_NAME]), | ||
["iconsize"] = "small", | ["iconsize"] = "small", | ||
}, | }, |
Revision as of 01:35, 28 October 2024
Documentation for this module may be created at Module:RecipeController2/doc
--- @module RecipeController local RecipeController = {} --region Dependencies local DataModelsArray = { require("Module:CampsData2"), require("Module:FarmsData2"), require("Module:FishingData"), require("Module:GatheringData"), require("Module:InstitutionsData2"), require("Module:RainCollectorsData"), require("Module:WorkshopsData2"), } local GoodsData = require("Module:GoodsData") local BaseDataModel = require("Module:BaseDataModel") local VIEW_TEMPLATE_START = "Recipe/view" local VIEW_TEMPLATE_ROW = "Recipe/view/row" local VIEW_TEMPLATE_END = "Recipe/view/end" local VIEW_BUILDING_LINK = "Building_link/view" local VIEW_RESOURCE_LINK = "Resource_link/view" --endregion --region Private constants local ARG_DISPLAY_OVERRIDE_LIST = "list" local INDEX_RECIPE_BUILDINGS_ARRAY = "buildingsArray" local INDEX_RECIPE_GRADE = "grade" local INDEX_RECIPE_TIME = "time" local INDEX_RECIPE_PRODUCT_NAME = "productName" local INDEX_RECIPE_PRODUCT_AMOUNT = "productAmount" local INDEX_RECIPE_INGREDIENTS = "ingredientsTable" local INDEX_OPTION_ID = "name" -- this is for backwards compatibility, it's actually an ID local INDEX_OPTION_AMOUNT = "amount" local VIEW_TABLE_BUILDING_SINGLE_ICON_SIZE = "huge" local VIEW_TABLE_BUILDING_MULTIPLE_ICON_SIZE = "large" local VIEW_TABLE_INGREDIENT_ICON_SIZE = "medium" local VIEW_TABLE_PRODUCT_ICON_SIZE = "huge" local VIEW_CLASS_TABLE_INGREDIENTS_SINGLE_ICON = 'class=ats-single-ingredient-icon' local VIEW_CLASS_TABLE_INGREDIENTS_SWAPPABLE_ICON = 'class=ats-swappable-ingredient-icon' local VIEW_GRADES = { [0] = '0Star', [1] = '1Star', [2] = '2Star', [3] = '3Star', } --- Transform the grade only when using the value as an index, to help it sort better whenever possible. local STORE_GRADES = { [0] = 1, [1] = 2, [2] = 3, [3] = 4, } local MARKUP_NEWLINE_FORCED = "\n<!-- -->\n" local MAX_INGREDIENTS = 3 local INDEX_OPTION_STACK_SIZE = "stackSize" local INDEX_OPTION_GOOD_NAME = "name" local INDEX_OPTION_GOOD_ICON = "icon" local TABLE_HEADER_BOTH = "Product or Service" local TABLE_HEADER_PRODUCT = "Product" local TABLE_HEADER_SERVICE = "Service" --endregion --region Private member variables --endregion --region Private methods --- --- Get the ingredients from the specified recipe and return a list of --- the names and icons of the ingredients for that recipe. --- ---@param recipeID string the ID of the recipe from which to extract ingredients ---@return table of ingredients and options (stack size, name, and icon) local function extractIngredientsNamesAndIcons(recipeID) local ingredientsList = {} -- Need to convert IDs to names and icons and keep stack size. for i = 1, MAX_INGREDIENTS do for j = 1, WorkshopsRecipesData.getRecipeNumberOfOptionsByID(recipeID, i) do if not ingredientsList[i] then ingredientsList[i] = {} end local goodID, stackSize = WorkshopsRecipesData.getRecipeOptionByID(recipeID, i, j) ingredientsList[i][j] = {} ingredientsList[i][j][INDEX_OPTION_STACK_SIZE] = stackSize ingredientsList[i][j][INDEX_OPTION_GOOD_NAME] = GoodsData.getGoodNameByID(goodID) ingredientsList[i][j][INDEX_OPTION_GOOD_ICON] = GoodsData.getGoodIconByID(goodID) end end return ingredientsList end --- --- Get the ingredients from the specified recipe and return a list of --- the names and icons of the ingredients for that recipe. --- ---@param recipeID string the ID of the recipe from which to extract ingredients ---@return table of ingredients and options (stack size, name, and icon) local function extractServiceGoodsNamesAndIcons(recipeID) local ingredientsList = {} -- Need to convert IDs to names and icons and keep stack size. for i = 1, ServicesRecipesData.getRecipeNumberOfServiceGoodsByID(recipeID) do ingredientsList[i] = {} -- Need to structure this the same way as when there are several -- ingredient option groups. But for services there's just one. local j = 1 ingredientsList[i][j] = {} local goodID, stackSize = ServicesRecipesData.getRecipeOptionByID(recipeID, i) ingredientsList[i][j][INDEX_OPTION_STACK_SIZE] = stackSize ingredientsList[i][j][INDEX_OPTION_GOOD_NAME] = GoodsData.getGoodNameByID(goodID) ingredientsList[i][j][INDEX_OPTION_GOOD_ICON] = GoodsData.getGoodIconByID(goodID) end return ingredientsList end --- --- Main engine that builds the view based on the list of buildings from --- workshops, which are slightly different than other building lists. --- ---@param recipeListFromWorkshops table the list of recipes to render ---@param displayOverride string to control if the display isn't default ---@param numIngredients number of ingredient columns to display ---@param requiredBuilding string the name of the required building local function buildRowsForWorkshops(recipeListFromWorkshops, displayOverride, numIngredients, requiredBuilding) -- Build the rows of the middle of the view. If it's nil and there are no -- recipes, skip it by getting ipairs on an empty table. for _, recipeID in ipairs(recipeListFromWorkshops or {}) do local gradeStars = WorkshopsRecipesData.getRecipeGradeByID(recipeID) local productionTime = WorkshopsRecipesData.getRecipeProductionTimeByID(recipeID) local productID, productStackSize = WorkshopsRecipesData.getRecipeProductByID(recipeID) local ingredientsList = extractIngredientsNamesAndIcons(recipeID) local productName = GoodsData.getGoodNameByID(productID) local productIcon = GoodsData.getGoodIconByID(productID) local buildingListFromWorkshops = WorkshopsData.getWorkshopNamesWithRecipeID(recipeID) for _, buildingName in ipairs(buildingListFromWorkshops) do -- If we're screening for a building (not nil), then we have -- to match the current building if not requiredBuilding or buildingName == requiredBuilding then local buildingIcon = WorkshopsData.getWorkshopIcon(buildingName) RecipeView.addRowForRecipe(displayOverride, numIngredients, buildingName, buildingIcon, gradeStars, productionTime, ingredientsList, productStackSize, productName, productIcon, requiredBuilding) end end end end --- --- Main engine that builds the view based on the list of buildings from --- services, which are slightly different than other building lists. --- ---@param recipeListFromServices table the list of recipes to render ---@param displayOverride string to control if the display isn't default ---@param numIngredients number of ingredient columns to display ---@param requiredBuilding string the name of the required building local function buildRowsForServices(recipeListFromServices, displayOverride, numIngredients, requiredBuilding) -- Same. If it's nil and there are no recipes, skip it by getting ipairs -- on an empty table. for _, recipeID in ipairs(recipeListFromServices or {}) do local gradeStars = ServicesRecipesData.getRecipeGradeByID(recipeID) local serviceName = ServicesRecipesData.getRecipeServiceNameByID(recipeID) local serviceIcon = ServicesRecipesData.getRecipeServiceIconByID(recipeID) local ingredientsList = extractServiceGoodsNamesAndIcons(recipeID) local buildingListFromInstitutions = InstitutionsData.getInstitutionNamesWithRecipeID(recipeID) local productionTime -- = nil local resultStackSize -- = nil for _, buildingName in ipairs(buildingListFromInstitutions) do -- If we're screening for a building (not nil), then we have -- to match the current building if not requiredBuilding or buildingName == requiredBuilding then local buildingIcon = InstitutionsData.getInstitutionIcon(buildingName) RecipeView.addRowForRecipe(displayOverride, numIngredients, buildingName, buildingIcon, gradeStars, productionTime, ingredientsList, resultStackSize, serviceName, serviceIcon, requiredBuilding) end end end end --- --- Main engine that builds the view based on the list of buildings from --- farms, which are slightly different than other building lists. --- ---@param buildingListFromFarms table the list of recipes to render ---@param displayOverride string to control if the display isn't default ---@param numIngredients number of ingredient columns to display ---@param productID string of the product to render ---@param requiredBuilding string the name of the required building local function buildRowsForFarms(buildingListFromFarms, displayOverride, numIngredients, productID, requiredBuilding) for _, buildingName in ipairs(buildingListFromFarms or {}) do -- If we're screening for a building (not nil), then we have to match -- the current building if not requiredBuilding or buildingName == requiredBuilding then for i = 1, FarmsData.getFarmNumberOfRecipes(buildingName) do local goodID, stackSize = FarmsData.getFarmRecipeProduct(buildingName, i) -- If we're screening for a productID (not nil), then we have -- to match the current goodID if not productID or goodID == productID then local buildingIcon = FarmsData.getFarmIcon(buildingName) local gradeStars, plantingTime, harvestingTime = FarmsData.getFarmRecipeStats(buildingName, i) local ingredientsList = {} local productName = GoodsData.getGoodNameByID(goodID) local productIcon = GoodsData.getGoodIconByID(goodID) RecipeView.addRowForRecipe(displayOverride, numIngredients, buildingName, buildingIcon, gradeStars, (plantingTime + harvestingTime), ingredientsList, stackSize, productName, productIcon, requiredBuilding) end end end end end --- --- Main engine that builds the view based on the list of buildings from --- camps, which are slightly different than other building lists. --- ---@param buildingListFromCamps table the list of recipes to render ---@param displayOverride string to control if the display isn't default ---@param numIngredients number of ingredient columns to display ---@param productID string of the product to render ---@param requiredBuilding string the name of the required building local function buildRowsForCamps(buildingListFromCamps, displayOverride, numIngredients, productID, requiredBuilding) for _, buildingName in ipairs(buildingListFromCamps or {}) do -- If we're screening for a building (not nil), then we have to match -- the current building if not requiredBuilding or buildingName == requiredBuilding then for i = 1, CampsData.getCampNumberOfRecipes(buildingName) do local goodID, stackSize = CampsData.getCampRecipeProduct(buildingName, i) -- If we're screening for a productID (not nil), then we have to -- match the current goodID if not productID or goodID == productID then local buildingIcon = CampsData.getCampIcon(buildingName) local gradeStars, gatheringTime = CampsData.getCampRecipeStats(buildingName, i) local ingredientsList = {} local productName = GoodsData.getGoodNameByID(goodID) local productIcon = GoodsData.getGoodIconByID(goodID) RecipeView.addRowForRecipe(displayOverride, numIngredients, buildingName, buildingIcon, gradeStars, gatheringTime, ingredientsList, stackSize, productName, productIcon, requiredBuilding) end end end end end --- --- Main engine that builds the view based on the list of recipes from --- collectors, , which are slightly different than other building lists. --- ---@param buildingListFromCollectors table the list of recipes to render ---@param displayOverride string to control if the display isn't default ---@param numIngredients number of ingredient columns to display ---@param productID string of the product to render ---@param requiredBuilding string the name of the required building local function buildRowsForCollectors(buildingListFromCollectors, displayOverride, numIngredients, productID, requiredBuilding) for _, buildingName in ipairs(buildingListFromCollectors or {}) do -- If we're screening for a building (not nil), then we have to match -- the current building if not requiredBuilding or buildingName == requiredBuilding then for i = 1, CollectorsData.getCollectorNumberOfRecipes(buildingName) do local goodID, stackSize = CollectorsData.getCollectorRecipeProduct(buildingName, i) -- If we're screening for a productID (not nil), then we have to -- match the current goodID if not productID or goodID == productID then local buildingIcon = CollectorsData.getCollectorIcon(buildingName) local gradeStars, productionTime = CollectorsData.getCollectorRecipeStats(buildingName, i) local ingredientsList = {} local productName = GoodsData.getGoodNameByID(goodID) local productIcon = GoodsData.getGoodIconByID(goodID) RecipeView.addRowForRecipe(displayOverride, numIngredients, buildingName, buildingIcon, gradeStars, productionTime, ingredientsList, stackSize, productName, productIcon, requiredBuilding) end end end end end --- --- Takes two lists and returns the intersection of the two. Slightly more --- efficient if the second list is smaller than the first. --- ---@param list1 table a flat table (list of values) ---@param list2 table another flat table ---@return table a similarly flat table consisting only of the values that are in both provided lists local function findIntersection(list1, list2) local intersection = {} -- Create a new mapping to efficiently check for existence in list2 by -- checking the same ID in the next loop. local setList2 = {} for _, value in ipairs(list2 or {}) do setList2[value] = true end -- Check for intersection and populate the result table. for _, valueToFind in ipairs(list1 or {}) do if setList2[valueToFind] then table.insert(intersection, valueToFind) end end if #intersection == 0 then return nil end return intersection end --endregion --region Public methods --- --- Compiles the data, organizes it appropriately and in a way that protects --- the view from needing the details, and sends it to the view for rendering --- before returning it to the template. --- ---@param ingredientName string the ingredient to base the table on ---@param buildingName string the building to base the table on ---@param displayOverride string to control the display if not default local function renderWithIngredientAndBuilding(ingredientName, buildingName, displayOverride) -- Service and workshops recipes have ingredients. Camps and farms do not. local ingredientID = GoodsData.getGoodID(ingredientName) if not ingredientID then return "No ingredient found with that name: " .. ingredientName .. "." end local recipeListFromWorkshopsRecipes = WorkshopsRecipesData.getAllRecipeIDsWithIngredientID(ingredientID) local recipeListFromWorkshops = WorkshopsData.getAllWorkshopRecipes(buildingName) recipeListFromWorkshops = findIntersection(recipeListFromWorkshopsRecipes, recipeListFromWorkshops) local recipeListFromServicesRecipes = ServicesRecipesData.getAllRecipeIDsWithServiceGoodID(ingredientID) local recipeListFromServices = InstitutionsData.getAllInstitutionRecipes(buildingName) recipeListFromServices = findIntersection(recipeListFromServicesRecipes, recipeListFromServices) -- Find out what the largest number of ingredients in this table is. Need -- this before we start building any of the beginning and the middle so -- that they are all the same. local numIngredients = 1 if recipeListFromWorkshops then for _, recipeID in ipairs(recipeListFromWorkshops) do local thisNum = WorkshopsRecipesData.getRecipeNumberOfIngredientsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end if recipeListFromServices then for _, recipeID in ipairs(recipeListFromServices) do local thisNum = ServicesRecipesData.getRecipeNumberOfServiceGoodsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end -- Count the number of recipes in both the Workshops and Services. local numRecipes = 0 local header -- = nil if recipeListFromWorkshops ~= nil then numRecipes = numRecipes + #recipeListFromWorkshops header = TABLE_HEADER_PRODUCT end if recipeListFromServices ~= nil then if numRecipes > 0 then header = TABLE_HEADER_BOTH else header = TABLE_HEADER_SERVICE end numRecipes = numRecipes + #recipeListFromServices end if numRecipes == 0 then return "No recipes found for ingredient " .. ingredientName .. " in the building " .. buildingName .. "." end RecipeView.startViewForIngredientAndBuilding(ingredientName, buildingName, displayOverride, numRecipes, numIngredients, header) buildRowsForWorkshops(recipeListFromWorkshops, displayOverride, numIngredients, buildingName) buildRowsForServices(recipeListFromServices, displayOverride, numIngredients, buildingName) return RecipeView.endView(displayOverride) end --- --- Compiles the data, organizes it appropriately and in a way that protects --- the view from needing the details, and sends it to the view for rendering --- before returning it to the template. --- ---@param ingredientName string the ingredient to base the table on ---@param displayOverride string to control the display if not default local function renderWithIngredient(ingredientName, displayOverride) -- Service and workshops recipes have ingredients. Camps and farms do not. local ingredientID = GoodsData.getGoodID(ingredientName) if not ingredientID then return "No ingredient found with that name: " .. ingredientName .. "." end local recipeListFromWorkshops = WorkshopsRecipesData.getAllRecipeIDsWithIngredientID(ingredientID) local recipeListFromServices = ServicesRecipesData.getAllRecipeIDsWithServiceGoodID(ingredientID) -- Find out what the largest number of ingredients in this table is. Need -- this before we start building any of the beginning and the middle so -- that they are all the same. local numIngredients = 1 if recipeListFromWorkshops then for _, recipeID in ipairs(recipeListFromWorkshops) do local thisNum = WorkshopsRecipesData.getRecipeNumberOfIngredientsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end if recipeListFromServices then for _, recipeID in ipairs(recipeListFromServices) do local thisNum = ServicesRecipesData.getRecipeNumberOfServiceGoodsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end -- Count the number of recipes in both the Workshops and Services. local numRecipes = 0 local header -- = nil if recipeListFromWorkshops ~= nil then numRecipes = numRecipes + #recipeListFromWorkshops header = TABLE_HEADER_PRODUCT end if recipeListFromServices ~= nil then if numRecipes > 0 then header = TABLE_HEADER_BOTH else header = TABLE_HEADER_SERVICE end numRecipes = numRecipes + #recipeListFromServices end if numRecipes == 0 then return "No recipes found for ingredient: " .. ingredientName .. "." end RecipeView.startViewForIngredient(ingredientName, displayOverride, numRecipes, numIngredients, header) buildRowsForWorkshops(recipeListFromWorkshops, displayOverride, numIngredients) buildRowsForServices(recipeListFromServices, displayOverride, numIngredients) return RecipeView.endView(displayOverride) end --- --- Compiles the data, organizes it appropriately and in a way that protects --- the view from needing the details, and sends it to the view for rendering --- before returning it to the template. --- ---@param productName string the product to base the table on ---@param buildingName string the building to base the table on ---@param displayOverride string to control the display if not default local function renderWithProductAndBuilding(productName, buildingName, displayOverride) -- Get lists from all buildings local productID = GoodsData.getGoodID(productName) local recipeListFromWorkshopsRecipes if productID then recipeListFromWorkshopsRecipes = WorkshopsRecipesData.getAllRecipeIDsForProductID(productID) end local recipeListFromWorkshops = WorkshopsData.getAllWorkshopRecipes(buildingName) recipeListFromWorkshops = findIntersection(recipeListFromWorkshopsRecipes, recipeListFromWorkshops) -- It could be the name of a service instead of the name of a product. local recipeListFromServicesRecipes = ServicesRecipesData.getAllRecipeIDsForServiceName(productName) local recipeListFromServices = InstitutionsData.getAllInstitutionRecipes(buildingName) recipeListFromServices = findIntersection(recipeListFromServicesRecipes, recipeListFromServices) -- These result in a list of buildings, not recipes. local buildingListFromCamps local buildingListFromFarms local buildingListFromCollectors if productID then buildingListFromCamps = CampsData.getCampNamesWithRecipeProductID(productID) buildingListFromFarms = FarmsData.getFarmNamesWithRecipeProductID(productID) buildingListFromCollectors = CollectorsData.getCollectorNamesWithRecipeProductID(productID) end buildingListFromCamps = findIntersection(buildingListFromCamps, {buildingName} ) buildingListFromFarms = findIntersection(buildingListFromFarms, {buildingName}) buildingListFromCollectors = findIntersection(buildingListFromCollectors, {buildingName}) -- Find out what the largest number of ingredients in this table is. Need -- this before we start building any of the beginning and the middle so -- that they are all the same. local numIngredients = 1 if recipeListFromWorkshops then for _, recipeID in ipairs(recipeListFromWorkshops) do local thisNum = WorkshopsRecipesData.getRecipeNumberOfIngredientsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end if recipeListFromServices then for _, recipeID in ipairs(recipeListFromServices) do local thisNum = ServicesRecipesData.getRecipeNumberOfServiceGoodsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end -- Count the number of recipes in all the lists local numRecipes = 0 local header -- = nil if recipeListFromWorkshops ~= nil then numRecipes = numRecipes + #recipeListFromWorkshops header = TABLE_HEADER_PRODUCT end if buildingListFromCamps ~= nil then numRecipes = numRecipes + #buildingListFromCamps header = TABLE_HEADER_PRODUCT end if buildingListFromFarms ~= nil then numRecipes = numRecipes + #buildingListFromFarms header = TABLE_HEADER_PRODUCT end if buildingListFromCollectors ~= nil then numRecipes = numRecipes + #buildingListFromCollectors header = TABLE_HEADER_PRODUCT end if recipeListFromServices ~= nil then if numRecipes > 0 then header = TABLE_HEADER_BOTH else header = TABLE_HEADER_SERVICE end numRecipes = numRecipes + #recipeListFromServices end if numRecipes == 0 then return "No recipes found for product " .. productName .. " at the building " .. buildingName .. "." end RecipeView.startViewForProductAndBuilding(productName, buildingName, displayOverride, numRecipes, numIngredients, header) buildRowsForWorkshops(recipeListFromWorkshops, displayOverride, numIngredients, buildingName) buildRowsForServices(recipeListFromServices, displayOverride, numIngredients, buildingName) buildRowsForFarms(buildingListFromFarms, displayOverride, numIngredients, productID, buildingName) buildRowsForCamps(buildingListFromCamps, displayOverride, numIngredients, productID, buildingName) buildRowsForCollectors(buildingListFromCollectors, displayOverride, numIngredients, productID, buildingName) return RecipeView.endView(displayOverride) end --- --- Compiles the data, organizes it appropriately and in a way that protects --- the view from needing the details, and sends it to the view for rendering --- before returning it to the template. --- ---@param productName string the product to base the table on ---@param displayOverride string to control the display if not default local function renderWithProduct(productName, displayOverride) -- Get lists from all buildings local productID = GoodsData.getGoodID(productName) local recipeListFromWorkshops if productID then recipeListFromWorkshops = WorkshopsRecipesData.getAllRecipeIDsForProductID(productID) end -- It could be the name of a service instead of the name of a product. local recipeListFromServices = ServicesRecipesData.getAllRecipeIDsForServiceName(productName) -- These result in a list of buildings, not recipes. local buildingListFromCamps local buildingListFromFarms local buildingListFromCollectors if productID then buildingListFromCamps = CampsData.getCampNamesWithRecipeProductID(productID) buildingListFromFarms = FarmsData.getFarmNamesWithRecipeProductID(productID) buildingListFromCollectors = CollectorsData.getCollectorNamesWithRecipeProductID(productID) end -- Find out what the largest number of ingredients in this table is. Need -- this before we start building any of the beginning and the middle so -- that they are all the same. local numIngredients = 1 if recipeListFromWorkshops then for _, recipeID in ipairs(recipeListFromWorkshops) do local thisNum = WorkshopsRecipesData.getRecipeNumberOfIngredientsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end if recipeListFromServices then for _, recipeID in ipairs(recipeListFromServices) do local thisNum = ServicesRecipesData.getRecipeNumberOfServiceGoodsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end -- Count the number of recipes in all the lists local numRecipes = 0 local header -- = nil if recipeListFromWorkshops ~= nil then numRecipes = numRecipes + #recipeListFromWorkshops header = TABLE_HEADER_PRODUCT end if buildingListFromCamps ~= nil then numRecipes = numRecipes + #buildingListFromCamps header = TABLE_HEADER_PRODUCT end if buildingListFromFarms ~= nil then numRecipes = numRecipes + #buildingListFromFarms header = TABLE_HEADER_PRODUCT end if buildingListFromCollectors ~= nil then numRecipes = numRecipes + #buildingListFromCollectors header = TABLE_HEADER_PRODUCT end if recipeListFromServices ~= nil then if numRecipes > 0 then header = TABLE_HEADER_BOTH else header = TABLE_HEADER_SERVICE end numRecipes = numRecipes + #recipeListFromServices end if numRecipes == 0 then return "No recipes found for product: " .. productName .. "." end RecipeView.startViewForProduct(productName, displayOverride, numRecipes, numIngredients, header) buildRowsForWorkshops(recipeListFromWorkshops, displayOverride, numIngredients) buildRowsForServices(recipeListFromServices, displayOverride, numIngredients) buildRowsForFarms(buildingListFromFarms, displayOverride, numIngredients, productID) buildRowsForCamps(buildingListFromCamps, displayOverride, numIngredients, productID) buildRowsForCollectors(buildingListFromCollectors, displayOverride, numIngredients, productID) return RecipeView.endView(displayOverride) end --- --- Compiles the data, organizes it appropriately and in a way that protects --- the view from needing the details, and sends it to the view for rendering --- before returning it to the template. --- ---@param buildingName string the building to base the table on ---@param displayOverride string to control the display if not default local function renderWithBuilding(buildingName, displayOverride) local recipeListFromWorkshops = WorkshopsData.getAllWorkshopRecipes(buildingName) local recipeListFromServices = InstitutionsData.getAllInstitutionRecipes(buildingName) -- For camps, farms, and collectors where recipes are stored in the -- building data file, just check to make sure the building has recipes -- from that data. If so, that's all we need to make the building list. local buildingListFromCamps = {} if CampsData.getCampNumberOfRecipes(buildingName) > 0 then buildingListFromCamps = { buildingName } end local buildingListFromFarms = {} if FarmsData.getFarmNumberOfRecipes(buildingName) > 0 then buildingListFromFarms = { buildingName } end local buildingListFromCollectors = {} if CollectorsData.getCollectorNumberOfRecipes(buildingName) > 0 then buildingListFromCollectors = { buildingName } end -- Find out what the largest number of ingredients in this table is. Need -- this before we start building any of the beginning and the middle so -- that they are all the same. local numIngredients = 1 if recipeListFromWorkshops then for _, recipeID in ipairs(recipeListFromWorkshops) do local thisNum = WorkshopsRecipesData.getRecipeNumberOfIngredientsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end if recipeListFromServices then for _, recipeID in ipairs(recipeListFromServices) do local thisNum = ServicesRecipesData.getRecipeNumberOfServiceGoodsByID(recipeID) if numIngredients < thisNum then numIngredients = thisNum end end end -- Count the number of recipes in all the lists local numRecipes = 0 local header -- = nil if recipeListFromWorkshops ~= nil then numRecipes = numRecipes + #recipeListFromWorkshops header = TABLE_HEADER_PRODUCT end if buildingListFromCamps ~= nil then numRecipes = numRecipes + CampsData.getCampNumberOfRecipes(buildingName) header = TABLE_HEADER_PRODUCT end if buildingListFromFarms ~= nil then numRecipes = numRecipes + FarmsData.getFarmNumberOfRecipes(buildingName) header = TABLE_HEADER_PRODUCT end if buildingListFromCollectors ~= nil then numRecipes = numRecipes + CollectorsData.getCollectorNumberOfRecipes(buildingName) header = TABLE_HEADER_PRODUCT end if recipeListFromServices ~= nil then if numRecipes > 0 then header = TABLE_HEADER_BOTH else header = TABLE_HEADER_SERVICE end numRecipes = numRecipes + #recipeListFromServices end if numRecipes == 0 then return "No recipes found at building: " .. buildingName .. "." end RecipeView.startViewForBuilding(buildingName, displayOverride, numRecipes, numIngredients, header) buildRowsForWorkshops(recipeListFromWorkshops, displayOverride, numIngredients, buildingName) buildRowsForServices(recipeListFromServices, displayOverride, numIngredients, buildingName) buildRowsForFarms(buildingListFromFarms, displayOverride, numIngredients, nil, buildingName) buildRowsForCamps(buildingListFromCamps, displayOverride, numIngredients, nil, buildingName) buildRowsForCollectors(buildingListFromCollectors, displayOverride, numIngredients, nil, buildingName) return RecipeView.endView(displayOverride) end --endregion --region Private methods ---getFlatRecipeValues ---Extracts a handful of values from the provided recipe pair. --- ---@param recipeData table pair of recipe data retrieved from a data model ---@return string, number, number, string, number building ID, efficiency grade, production time, product ID, and product amount (respectively) local function getFlatRecipeValues(recipeData) local buildingID = BaseDataModel.getRecipeBuildingID(recipeData) local grade = BaseDataModel.getRecipeGrade(recipeData) local time = BaseDataModel.getRecipeTime(recipeData) local productID = BaseDataModel.getRecipeProductID(recipeData) local productAmount = BaseDataModel.getRecipeProductAmount(recipeData) return buildingID, grade, time, productID, productAmount end ---buildingIngredientsTable ---Extracts values from the provided recipe pair and builds an ingredients table for use in a Recipe object. --- ---@param recipeData table pair of recipe data retrieved from a data model ---@return table nested ingredients, options (ID and amount) local function buildingIngredientsTable(recipeData) local ingredientsTable = {} for i = 1, BaseDataModel.getRecipeNumIngredientSlots(recipeData) do if not ingredientsTable[i] then ingredientsTable[i] = {} end for j = 1, BaseDataModel.getRecipeIngredientNumOptions(recipeData, i) do ingredientsTable[i][j] = { [INDEX_OPTION_ID] = BaseDataModel.getRecipeIngredientOptionIDAt(recipeData, i, j), [INDEX_OPTION_AMOUNT] = BaseDataModel.getRecipeIngredientOptionAmountAt(recipeData, i, j), } end end return ingredientsTable end ---resolveBuildingName ---Quickly runs through the data models and attempts with each to resolve the provided ID into a name. --- ---@param buildingID string the ID ---@return string the name, or nil if not found local function resolveBuildingName(buildingID) for _, dataModel in ipairs(DataModelsArray) do local buildingName = dataModel:getName(buildingID) if buildingName then return buildingName end end return nil end ---resolveBuildingID ---Quickly runs through the data models and attempts with each to resolve the provided name into an ID. --- ---@param buildingName string the display name ---@return string the building's ID local function resolveBuildingID(buildingName) for _, dataModel in ipairs(DataModelsArray) do local id = dataModel:getID(buildingName) if id then return id end end return nil end ---resolveBuildingIcon ---Quickly runs through the data models and attempts with each to resolve the provided name into an icon. --- ---@param buildingName string the display name ---@return string the filename for its icon local function resolveBuildingIcon(buildingName) for _, dataModel in ipairs(DataModelsArray) do local id = dataModel:getID(buildingName) if id then return dataModel:getIcon(id) end end return nil end ---getRawRecipes ---Queries the data models with the supplied parameters to construct an array of Recipe objects storing the recipes found in the data model. --- ---Benchmarking: ~0.0003 seconds --- ---@param DataModel table a require'd data model that implements the recipe query interface, passed in for code reuse ---@param productID string the ID of the product, or nil if any ---@param buildingID string the ID of the building, or nil if any ---@param ingredientID string the ID of an ingredient, or nil if any ---@return table array of pairs of buildingID and recipe data local function getRawRecipes(DataModel, productID, buildingID, ingredientID) local rawRecipeList = {} if productID and buildingID then rawRecipeList = DataModel:getIDsAndRecipesWhereProductIDAndBuildingID(productID, buildingID) elseif productID then rawRecipeList = DataModel:getIDsAndRecipesWhereProductID(productID) elseif ingredientID and buildingID then rawRecipeList = DataModel:getIDsAndRecipesWhereIngredientIDAndBuildingID(ingredientID, buildingID) elseif ingredientID then rawRecipeList = DataModel:getIDsAndRecipesWhereIngredientID(ingredientID) elseif buildingID then rawRecipeList = DataModel:getIDsAndRecipesWhereBuildingID(buildingID) else error("You must specify a product, building, or ingredient. Please see the template documentation for how to use the parameters") end return rawRecipeList end ---compileRecipeLists ---Adds the second list to the first, but restructures into Recipe objects along the way. --- ---@param recipeObjectTable table 3-factor array of Recipe objects, by product, grade, amount ---@param rawRecipeTable table list of recipe pairs, as gotten from a data model ---@return table the same recipeObjectTable, but with new and updated entries local function compileRecipeLists(recipeObjectTable, rawRecipeTable) for _, pair in ipairs(rawRecipeTable) do local buildingID, grade, time, productID, productAmount = getFlatRecipeValues(pair) local ingredientsTable = buildingIngredientsTable(pair) local buildingName = resolveBuildingName(buildingID) -- Services identify their need by name, but goods to not. If it's a service, this is a simple renaming. local productName = productID if not BaseDataModel.isRecipeProvidingService(pair) then productName = GoodsData.getName(productID) end -- Now that we have everything extracted from rawRecipeTable for this pair, load it into recipeObjectTable, whether as a new Recipe object or adding a building to an existing Recipe object if one already exists. Recipes are uniquely identified by the 3-way combination of product, grade, and product amount. if not recipeObjectTable[productName] then recipeObjectTable[productName] = {} end -- Transform the grade values to store them in a natural order. if not recipeObjectTable[productName][STORE_GRADES[grade]] then recipeObjectTable[productName][STORE_GRADES[grade]] = {} end if not recipeObjectTable[productName][STORE_GRADES[grade]][productAmount] then -- Create a new Recipe object at this place in the table. recipeObjectTable[productName][STORE_GRADES[grade]][productAmount] = RecipeController.Recipe.new( { buildingName }, grade, time, productID, productAmount, ingredientsTable) else -- Add the building to the existing Recipe object at this place in the table. recipeObjectTable[productName][STORE_GRADES[grade]][productAmount]:addBuilding(buildingName) end end return recipeObjectTable end ---getRecipesFromAllDataModels ---Goes through all data models and compiles the results into a single 3-factor table of Recipe objects, [product][grade][amount]. This table will be sparse, and note sometimes the grade is harder to spot in the console if it starts at 1 and is followed by 2 (because the console interprets it as an un-keyed array. --- ---For example, finding the recipe for Biscuits in the Field Kitchen: recipeObjectArray["Biscuits"][0][10] --- ---@param requiredProduct string the name of the product, or nil if any ---@param requiredBuilding string the name of the building, or nil if any ---@param requiredIngredient string the name of the ingredient, or nil if any ---@return table a 3-factor compiled table of Recipe objects, [product][grade][amount] local function getRecipesFromAllDataModels(requiredProduct, requiredBuilding, requiredIngredient) --Resolve names to IDs, start them all as nil as wildcards. local productID local buildingID local ingredientID if requiredProduct then productID = GoodsData.getGoodID(requiredProduct) -- If it's not a good, then it's a service, which has ID == name if not productID then productID = requiredProduct end end if requiredBuilding then buildingID = resolveBuildingID(requiredBuilding) end if requiredIngredient then ingredientID = GoodsData.getGoodID(requiredIngredient) end recipeObjectArray = {} for _, dataModel in ipairs(DataModelsArray) do local newRecipeList = getRawRecipes(dataModel, productID, buildingID, ingredientID) recipeObjectArray = compileRecipeLists(recipeObjectArray, newRecipeList) end return recipeObjectArray end ---countMaxIngredients ---Scans through the provided table of Recipe objects to count them. --- ---@param recipeList table 3-factor table of Recipe objects ---@return number of recipe objects local function countRecipes(recipeList) local count = 0 for _, product in pairs(recipeList) do for _, grade in pairs(product) do for _, recipe in pairs(grade) do count = count + 1 end end end return count end ---countMaxIngredients ---Scans through the provided table of Recipe objects to find the recipe with the maximum number of ingredients slots (not options, whole slots of options). --- ---@param recipeList table 3-factor table of Recipe objects ---@return number of ingredients slots required to represent them all local function countMaxIngredients(recipeList) local max = 0 for _, product in pairs(recipeList) do for _, grade in pairs(product) do for _, recipe in pairs(grade) do local num = recipe:getNumIngredients() if max < num then max = num end end end end return max end ---calculateCaption ---Simple cascading of rewriting the author requirements into the caption and how many were returned. --- ---@param requiredProduct string name of product, or nil if any ---@param requiredBuilding string name of building, or nil if any ---@param requiredIngredient string name of ingredient, or nil if any ---@param numRecipes number of recipes ---@return string the caption local function calculateCaption(requiredProduct, requiredBuilding, requiredIngredient, numRecipes) local caption = numRecipes .. " recipes" if requiredProduct then caption = caption .. " for " .. requiredProduct end if requiredIngredient then caption = caption .. " using " .. requiredIngredient end if requiredBuilding then return caption .. " in the " .. requiredBuilding .. "." else return caption .. "." end end ---buildMiddle ---Calls the view to render table rows for each Recipe object and links to buildings and resources within the table rows. --- ---Benchmarking: ~0.005 seconds --- ---@param frame table MediaWiki template context ---@param recipeList table 3-factor list of Recipe objects, by [product][grade][amount] ---@param maxIngredients number of ingredients the largest Recipe has ---@param requiredProduct string name of product, or nil if any ---@param requiredBuilding string name of building, or nil if any ---@param _ string name of ingredient, or nil if any ---@return string a long string of wiki markup local function buildMiddle(frame, recipeList, maxIngredients, requiredProduct, requiredBuilding, _) local ret = "" for _, recipeProductSubtable in pairs(recipeList) do for _, recipeGradeSubtable in pairs(recipeProductSubtable) do for _, recipe in pairs(recipeGradeSubtable) do local rowArgs = {} rowArgs["maxingredients"] = maxIngredients local numBuildings = #recipe[INDEX_RECIPE_BUILDINGS_ARRAY] rowArgs["building"] = MARKUP_NEWLINE_FORCED .. "{|" --all table markup has to start on its own line; this html comment accomplishes this for _, buildingName in ipairs(recipe[INDEX_RECIPE_BUILDINGS_ARRAY]) do local buildingLinkArgs = {} buildingLinkArgs["name"] = buildingName buildingLinkArgs["iconfilename"] = resolveBuildingIcon(buildingName) buildingLinkArgs["iconsize"] = (numBuildings < 2) and VIEW_TABLE_BUILDING_SINGLE_ICON_SIZE or VIEW_TABLE_BUILDING_MULTIPLE_ICON_SIZE -- Redundant to label the building if the author required it--the image alt-text and link still work with name. if requiredBuilding then buildingLinkArgs["display"] = "notext" end rowArgs["building"] = rowArgs["building"] .. "\n|-\n| " .. frame:expandTemplate{ title = VIEW_BUILDING_LINK, args = buildingLinkArgs, } end rowArgs["building"] = rowArgs["building"] .. "\n|}" rowArgs["grade"] = frame:expandTemplate{ title = VIEW_GRADES[recipe[INDEX_RECIPE_GRADE]], args = {}, } local minutes = math.floor(recipe[INDEX_RECIPE_TIME] / 60) local seconds = recipe[INDEX_RECIPE_TIME] % 60 rowArgs["grade"] = rowArgs["grade"] .. "<br>" .. string.format("%d:%02d", minutes, seconds) -- rowArgs[ingredientI] for i, ingredientSlot in ipairs(recipe[INDEX_RECIPE_INGREDIENTS]) do local innerTable = MARKUP_NEWLINE_FORCED .. "{|" --all table markup has to start on its own line; this html comment accomplishes this local numOptions = #ingredientSlot if numOptions > 1 then innerTable = innerTable .. VIEW_CLASS_TABLE_INGREDIENTS_SWAPPABLE_ICON else innerTable = innerTable .. VIEW_CLASS_TABLE_INGREDIENTS_SINGLE_ICON end for _, option in ipairs(ingredientSlot) do local rlArgs = {} rlArgs["name"] = GoodsData.getName(option[INDEX_OPTION_ID]) rlArgs["iconfilename"] = GoodsData.getIcon(option[INDEX_OPTION_ID]) rlArgs["iconsize"] = VIEW_TABLE_INGREDIENT_ICON_SIZE innerTable = innerTable .. "\n|-\n| " .. option[INDEX_OPTION_AMOUNT] .. " |" .. "| " .. frame:expandTemplate{ title = VIEW_RESOURCE_LINK, args = rlArgs, } end innerTable = innerTable .. "\n|}\n" rowArgs["ingredient" .. i] = innerTable end local resourceLinkArgs = {} resourceLinkArgs["name"] = GoodsData.getName(recipe[INDEX_RECIPE_PRODUCT_NAME]) resourceLinkArgs["iconfilename"] = GoodsData.getIcon(recipe[INDEX_RECIPE_PRODUCT_NAME]) resourceLinkArgs["iconsize"] = VIEW_TABLE_PRODUCT_ICON_SIZE -- Redundant to label the resource if the author required it--the image alt-text and link still work with name. if requiredProduct then resourceLinkArgs["display"] = "notext" end rowArgs["product"] = recipe[INDEX_RECIPE_PRODUCT_AMOUNT] .. " " .. frame:expandTemplate{ title = VIEW_RESOURCE_LINK, args = resourceLinkArgs, } ret = ret .. frame:expandTemplate{ title = VIEW_TEMPLATE_ROW, args = rowArgs, } ret = ret .. "\n" end end end return ret end local function renderListView(frame, recipeList, requiredProduct, _, _) local ret = "" for _, recipeProductSubtable in pairs(recipeList) do for _, recipeGradeSubtable in pairs(recipeProductSubtable) do for _, recipe in pairs(recipeGradeSubtable) do for buildingCount, buildingName in ipairs(recipe[INDEX_RECIPE_BUILDINGS_ARRAY]) do local rowText = '\n*<span class="nowrap">' if requiredProduct then -- When queried by product, show the building name rowText = rowText .. frame:expandTemplate{ title = VIEW_BUILDING_LINK, args = { ["name"] = buildingName, ["iconsize"] = "none", }, } rowText = rowText .. " (" rowText = rowText .. frame:expandTemplate{ title = VIEW_GRADES[recipe[INDEX_RECIPE_GRADE]], args = {}, } rowText = rowText .. ")" else -- If past the first building and we're not showing building names, then this will create duplicate entries. if buildingCount > 1 then break end -- When queried by building or ingredient, show the product name rowText = rowText .. frame:expandTemplate{ title = VIEW_RESOURCE_LINK, args = { ["name"] = GoodsData.getName(recipe[INDEX_RECIPE_PRODUCT_NAME]), ["iconsize"] = "small", }, } rowText = rowText .. " (" rowText = rowText .. frame:expandTemplate{ title = VIEW_GRADES[recipe[INDEX_RECIPE_GRADE]], args = {}, } rowText = rowText .. ")</span>" end ret = ret .. rowText end end end end return ret end --endregion --region Public classes local Recipe = {} -- This class available outside for read-only access RecipeController.Recipe = Recipe RecipeController.Recipe.OPTION_ID = INDEX_OPTION_ID RecipeController.Recipe.OPTION_AMOUNT = INDEX_OPTION_AMOUNT ---new ---constructs a new Recipe instance from the provided data. --- ---the ingredientsTable must follow this format: ---ingredientsTable = { --- --ingredient slots in recipe, between 1 and 3 --- [1] = { --- --options for that slot, between 1 and 6 --- [1] = { --- --each option's ID and amount --- [Recipe.OPTION_ID] = string, --- [Recipe.OPTION_STACK_SIZE] = number, --- }, --- [2] = ... --- }, --- [2] = ... ---} --- ---@param buildingArray table array of the names of buildings that make this recipe ---@param grade number of stars, between 0 and 3 ---@param time number of seconds to produce ---@param productName string name of the good produced ---@param productStackSize number of goods produced each cycle ---@param ingredientsTable table array of 1-3 ingredient slots, each with 1-6 options, each with name and amount (see doc above) function Recipe.new(buildingArray, grade, time, productName, productStackSize, ingredientsTable) local instance = {} setmetatable(instance, { __index = Recipe} ) -- allow this instance to use Recipe class methods if not buildingArray or type(buildingArray) ~= "table" or #buildingArray < 1 then error("Cannot construct new Recipe with an empty building list") end instance[INDEX_RECIPE_BUILDINGS_ARRAY] = buildingArray if not grade or grade == "" then error("Cannot construct new Recipe with an empty grade.") elseif type(grade) ~= "number" or grade > 4 or grade < 0 then error ("Cannot construct new Recipe with an invalid grade value") end instance[INDEX_RECIPE_GRADE] = grade if not time or time == "" then error ("Cannot construct new Recipe with an empty production time") elseif type(time) ~= "number" or time < 0 then error ("Cannot construct new Recipe with an invalid production time value") end instance[INDEX_RECIPE_TIME] = time if not productName or productionName == "" then error ("Cannot construct new Recipe with an empty product name") end instance[INDEX_RECIPE_PRODUCT_NAME] = productName if not productStackSize or productStackSize == "" then error("Cannot construct new Recipe with an empty product amount") elseif type(productStackSize) ~= "number" or productStackSize < 1 then error("Cannot construct new Recipe with an invalid product amount value") end instance[INDEX_RECIPE_PRODUCT_AMOUNT] = productStackSize if not ingredientsTable or type(ingredientsTable) ~= "table" then error("Cannot construct new Recipe with an invalid ingredients table") end if #ingredientsTable > 3 then error("Cannot construct new Recipe with an ingredients table larger than 3 subtables") end for i, optionsArray in ipairs(ingredientsTable) do if not optionsArray or type(optionsArray) ~= "table" or #optionsArray < 1 then error("Cannot construct new Recipe with an empty options list (at index " .. i .. ")") end if #optionsArray > 6 then error("Cannot construct new Recipe with an options array larger than 6 subtables (at index " .. i .. ")") end for j, option in ipairs(optionsArray) do if not option or type(option) ~= "table" then error("Cannot construct new Recipe with an empty option (at index " .. i .. ", " .. j .. ")") end if not option[INDEX_OPTION_ID] or option[INDEX_OPTION_ID] == "" then error("Cannot construct a new Recipe with an empty option ID (at index " .. i .. ", " .. j .. ")") end if not option[INDEX_OPTION_AMOUNT] or type(option[INDEX_OPTION_AMOUNT]) ~= "number" then error("Cannot construct a new Recipe with an empty option amount (at index " .. i .. ", " .. j .. ")") end if option[INDEX_OPTION_AMOUNT] < 1 then error("Cannot construct a new Recipe with an invalid option amount (at index" .. i .. ", " .. j .. ")") end end end instance[INDEX_RECIPE_INGREDIENTS] = ingredientsTable return instance end ---addBuilding ---Adds the provided building to this Recipe object's list of buildings where the recipe is made. --- ---@param buildingName string name function Recipe:addBuilding(buildingName) if not self[INDEX_RECIPE_BUILDINGS_ARRAY] then self[INDEX_RECIPE_BUILDINGS_ARRAY] = { buildingName } else -- Skip duplicates. It shouldn't happen in 99% of cases, but just to be sure. for _, existingBuilding in ipairs(self[INDEX_RECIPE_BUILDINGS_ARRAY]) do if existingBuilding == buildingName then return end end table.insert(self[INDEX_RECIPE_BUILDINGS_ARRAY], buildingName) end end ---getNumIngredients ---The number of ingredient slots (0-3) in the Recipe object. --- ---@return number of ingredients slots function Recipe:getNumIngredients() if not self[INDEX_RECIPE_INGREDIENTS] then return 0 end return #self[INDEX_RECIPE_INGREDIENTS] end --endregion --region Public methods function RecipeController.main(frame) local requiredProduct = frame.args.product local requiredBuilding = frame.args.building local requiredIngredient = frame.args.ingredient local displayOverride = frame.args.display --Unset blanks back to nil if requiredProduct == "" then requiredProduct = nil end if requiredBuilding == "" then requiredBuilding = nil end if requiredIngredient == "" then requiredIngredient = nil end -- recipeList is a 3-factor array of Recipe objects, by [product][grade][stackSize] local recipeList = getRecipesFromAllDataModels(requiredProduct, requiredBuilding, requiredIngredient) if displayOverride == ARG_DISPLAY_OVERRIDE_LIST then return renderListView(frame, recipeList, requiredProduct, requiredBuilding, requiredIngredient) end local numRecipes = countRecipes(recipeList) local maxIngredients = countMaxIngredients(recipeList) local caption = calculateCaption(requiredProduct, requiredBuilding, requiredIngredient, numRecipes) local retStart = frame:expandTemplate{ title = VIEW_TEMPLATE_START, args = { ["maxingredients"] = maxIngredients, ["caption"] = caption, } } local retMiddle = buildMiddle(frame, recipeList, maxIngredients, requiredProduct, requiredBuilding, requiredIngredient) local retEnd = frame:expandTemplate{ title = VIEW_TEMPLATE_END, args = {}, } return retStart .. retMiddle .. retEnd end --endregion return RecipeController