Module:GoodsData: Difference between revisions

From Against the Storm Official Wiki
(Created to support retrieving data on goods without all the extra bloat of getting whole recipes.)
 
(Now data table is indexed with keys instead of just integers, should be easier to use now. Refactored code; added getter methods; reordered methods, improved documentation and commenting)
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---
---
-- Module for compiling goods (or resources as some call them) information from
--- Module for compiling goods (or resources as some call them) information
-- wiki data sources.
--- 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
-- @module GoodsData
--- display the information.
local GoodsData = {}
---
 
--- The standard way of using this module is a call like the following:
---
--- iconFilename = GoodsData.getGoodIcon(goodName)
---
--- This will return a string corresponding to the filename of the good. It is
--- preferable to call the getter methods with the name of the good rather than
--- retrieving the entire record for the good, so that your code stays
--- protected from any variations in this module. The getter methods are all
--- called with the plain-language name of the good, as spelled in the game.
---
--- * longDescription = GoodsData.getGoodDescription(goodName)
--- * inventoryCategory = GoodsData.getGoodCategory(goodName)
--- * isEatable = GoodsData.isGoodEatable(goodName)
--- * isBurnable = GoodsData.isGoodBurnable(goodName)
--- * burnSeconds = GoodsData.getGoodBurnTime(goodName)
--- * amberSellValue, amberBuyValue = GoodsData.getGoodValue(goodName)
--- * iconFilename = GoodsData.getGoodIcon(goodName)
---
---
-- Dependencies
--- As a last resort, or if you need to transform the data structure, you can
--- call the method getAllDataForGood(displayName). This returns a whole record
--- from the data table corresponding to the requested display name.
---
---
local CsvUtils = require("Module:CsvUtils")
--- The data table for goods has the following structure:
 
---
---
-- Constants for this module
--- goodsTable = {
--- ["good1_ID"] = {
--- ["id"] = "good1_ID",
--- ["displayName"] = "Plain Language Name",
--- ["description"] = "A long string with some HTML entities too.",
--- ["category"] = "Inventory category",
--- ["eatable"] = true or false if food
--- ["canBeBurned"] = true or false if fuel and sacrifice
--- ["burningTime"] = 99, number of seconds
--- ["tradingSellValue"] = 99.99, in amber
--- ["tradingBuyValue"] = 99.99, in amber
--- ["iconName"] = "Icon_Resource_filename.png" including PNG extension
--- },
--- ["good2_ID"] = {
--- ...
--- },
--- ["good3_ID"] = {
--- ...
--- },
--- ...
--- }
---
---
local GOODS_DATA_TEMPLATE_NAME = "Template:Goods_csv"
--- @module GoodsData
local GoodsData = {}


local INDEX_GOOD_ID = 1
local INDEX_GOOD_NAME = 2
local INDEX_GOOD_DESCRIPTION = 3
local INDEX_GOOD_CATEGORY = 4
local INDEX_GOOD_EATABLE = 5
local INDEX_GOOD_CAN_BE_BURNED = 6
local INDEX_GOOD_BURNING_TIME = 7
local INDEX_GOOD_TRADING_SELL_VALUE = 8
local INDEX_GOOD_TRADING_BUY_VALUE = 9
local INDEX_GOOD_ICON_FILENAME = 10


local HEADER_ROW = 1
local DATA_ROWS = 2


local CsvUtils = require("Module:CsvUtils")




---
-- Private member variables
---


-- Main data tables. Populated from CSV data and organized better for Lua.
--region Private member variables


-- like this: table[goodID] = table containing good data
--- Main data table, like this: table[ID] = table containing data for that ID
local goodsTable
local goodsTable


-- Lookup maps. Built once and reused on subsequent calls
--- Lookup map. Built once and reused on all subsequent calls within this
--- session, like this: table[displayName] = goodID
local goodsNameToGoodID
 
--endregion
 
 
 
--region Private constants
 
local DATA_TEMPLATE_NAME = "Template:Goods_csv"
 
local HEADER_ROW = 1
local DATA_ROWS = 2
 
local ORIGINAL_INDEX_ID = 1
 
local INDEX_NAME = "displayName"
local INDEX_DESCRIPTION = "description"
local INDEX_CATEGORY = "category"
local INDEX_EATABLE = "eatable"
local INDEX_BURNABLE = "canBeBurned"
local INDEX_BURNTIME = "burningTime"
local INDEX_SELL_VALUE = "tradingSellValue"
local INDEX_BUY_VALUE = "tradingBuyValue"
local INDEX_ICON_FILENAME = "iconName"
 
--endregion


-- like this:  table[display name] = goodID
local goodsNameToGoodID




--region Private methods


---
---
-- Data loader function. Calls the data templates, restructures the data to be
--- Since the goods information is already flat and well structured, all this has
-- useful for getter methods, and makes a merge table.
--- to do is swap out the integer keys for the good IDs and only return the data
--
--- rows, without the header row.
-- This method is called the first time any of the actual template methods are
---
-- invoked and they see that the data tables are nil. This method populates
--- @param originalGoodsTable table of CSV-based data, with header row, data rows
-- them and reorganizes them for easier use (and easier code).
--- @return table with new structure with IDs as keys
function loadData()
function restructureGoodsTable(originalGoodsTable)
 
-- Use the CSV utility module to load the data templates we need for  
local newGoodsTable = {}
-- resources.
for _, good in ipairs(originalGoodsTable[DATA_ROWS]) do
local originalGoodsTable, goodsHeaderLookup = CsvUtils.luaTableFromCSV(CsvUtils.extractCSV(GOODS_DATA_TEMPLATE_NAME))
 
-- Copy over the content, mapping unhelpful indexes into headers keys.
-- Now restructure the table so subtables can be passed to member functions
local newGood = {}
-- for cleaner code.
for index, key in pairs(originalGoodsTable[HEADER_ROW]) do
goodsTable = restructureGoodsTable(originalGoodsTable, goodsHeaderLookup)
end


newGood[key] = good[index]


--Append file extension for this one field.
if key == INDEX_ICON_FILENAME then
newGood[key] = newGood[key] .. ".png"
end
end


---
newGoodsTable[good[ORIGINAL_INDEX_ID]] = newGood
-- Retrieve all data for the specified good.
--
-- @param goodName plain language name of the good
-- @return a table containing the data for the specified good
function GoodsData.getAllDataForGood(goodName)
if not goodsTable then
loadData()
end
end
 
local targetGoodID = findGoodIDByName(goodName)
return newGoodsTable
if not targetGoodID then
error("No good found. Please check spelling and any punctuation like an apostrophe: " .. goodName)
end
return goodsTable[targetGoodID]
end
end


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---
---
-- Since the goods information is already flat and well structured, all this has
--- Data loader function that uses the utility module and restructures the data
-- to do is swap out the integer keys for the good IDs and only return the data
--- to be easier to access for invoking methods and later method calls. This
-- rows, without the header row.
--- method is automatically called by all public member functions if the main
--
--- data table has not yet been populated in the current session.
-- @param oldGoodsTable the CSV-based table, with a header row then data rows
function loadData()
-- @param goodsHeaderLookup the lookup table built from the CSV data
-- @return a new table for use in looking up goods data
function restructureGoodsTable(oldGoodsTable, goodsHeaderLookup)
local newGoodsTable = {}
-- Utility module retrieves the data as basic, flat lua tables. We don't
-- need to use the header lookup table that's returned with the data table.
local originalGoodsTable, _ = CsvUtils.extractTables(DATA_TEMPLATE_NAME)
for _, good in ipairs(oldGoodsTable[DATA_ROWS]) do
-- Now restructure to be more conducive for data about goods.
goodsTable = restructureGoodsTable(originalGoodsTable)
newGoodsTable[good[INDEX_GOOD_ID]] = good
end
return newGoodsTable
end
end


Line 112: Line 148:


---
---
-- Look up so products and ingredients can be found by their common id, rather
--- Uses the display name, which people are more familiar with, to find the
-- than their display name, which people are more familiar with.
--- encoded ID of the good. Useful for retrieving good data that is indexed by
--  
--- ID.
-- Uses the display name provided to look up the associated ID for the good.
---
-- Builds a lookup table the first time it's called so it only has to happen
--- Returns nil if the good with the specified name is not found.
-- once.
---
--
--- Builds a lookup table the first time it's called so it only has to iterate
-- @param displayName the plain-language name of the good to find
--- over the whole data set once per session.
-- @return the ID of the good found, or nil if not found
---
--- @param displayName string plain-language name of the good to find
--- @return string ID of the good found, or nil if not found
function findGoodIDByName(displayName)
function findGoodIDByName(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 good's name: " .. displayName .. ".")
end
 
if not goodsTable then
if not goodsTable then
loadData()
loadData()
end
end
 
local foundGoodID = nil
local foundGoodID
 
-- Decide whether we need to traverse the big table. If this isn't the first  
-- Decide whether we need to traverse the big table. If this isn't the first
-- time this method is called, we won't have to build the table again, we
-- time this method is called, we can just look it up.
-- can just look it up.
if not goodsNameToGoodID then
if not goodsNameToGoodID then
 
goodsNameToGoodID = {}
goodsNameToGoodID = {}
for goodID, good in pairs(goodsTable) do
for goodID, good in pairs(goodsTable) do
-- Store it when we find it...
if not foundGoodID and good[INDEX_GOOD_NAME] == displayName then
if not foundGoodID and good[INDEX_NAME] == displayName then
-- Found it, keep traversing to build the rest of the map.
foundGoodID = goodID
foundGoodID = goodID
end
end
--Then keep going to build the lookup table.
goodsNameToGoodID[good[INDEX_GOOD_NAME]] = goodID
goodsNameToGoodID[good[INDEX_NAME]] = goodID
end
end
else
else
-- From the lookup table.
-- When we can, just get it from the lookup table.
foundGoodID = goodsNameToGoodID[displayName]
foundGoodID = goodsNameToGoodID[displayName]
end
end
 
return foundGoodID
return foundGoodID
end
end
--endregion




--region Public methods


---
---
-- Retrieves the name and icon filename for a good.
--- Retrieve the whole table of data for the specified good. Instead of this,
--
--- you should probably be calling the individual getter methods.
-- @param goodID the ID of the good to look up
---
-- @return display name, icon filename
--- Throws an error if called with nil or empty string. Returns nil if the
function GoodsData.getGoodNameAndIcon(goodID)
--- specified good cannot be found.
---
if not recipeTable or not workshopTable or not goodsTable then
--- @param displayName string plain language name of the good
--- @return table containing the data for the specified good with key-value pairs, or nil if not found
function GoodsData.getAllDataForGood(displayName)
 
-- At runtime, this should never be nil or empty.
if not displayName or displayName == "" then
error("Parameter is nil or empty for the good's name: " .. displayName .. ".")
end
 
if not goodsTable then
loadData()
loadData()
end
end
 
local good = goodsTable[goodID]
local goodID = findGoodIDByName(displayName)
if not goodID then
return nil
end
 
return goodsTable[goodID]
end
 
 
 
---
--- Retrieves the description for the good specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return string the in-game description of the specified good
function GoodsData.getGoodDescription(displayName)
 
local good = GoodsData.getAllDataForGood(displayName)
 
if not good then
return nil
end
 
return good[INDEX_DESCRIPTION]
end
 
 
 
---
--- Retrieves the inventory category for the good specified by its plain
--- language display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return string the catgegory
function GoodsData.getGoodCategory(displayName)
 
local good = GoodsData.getAllDataForGood(displayName)
 
if not good then
return nil
end
 
return good[INDEX_CATEGORY]
end
 
 
 
---
--- Retrieves whether the good is eatable, specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return boolean true if the good counts as food
function GoodsData.isGoodEatable(displayName)
 
local good = GoodsData.getAllDataForGood(displayName)
 
if not good then
return nil
end
 
return good[INDEX_EATABLE]
end
 
 
 
---
--- Retrieves whether the good is burnable, specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return boolean true if the good counts as fuel
function GoodsData.isGoodBurnable(displayName)
 
local good = GoodsData.getAllDataForGood(displayName)
 
if not good then
return nil
end
 
return good[INDEX_BURNABLE]
end
 
 
 
---
--- Retrieves the burn time for the good specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return number of seconds the good burns as fuel
function GoodsData.getGoodBurnTime(displayName)
 
local good = GoodsData.getAllDataForGood(displayName)
 
if not good then
return nil
end
 
return good[INDEX_BURNTIME]
end
 
 
 
---
--- Retrieves the trading value for the good specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return number of amber the good sells for
---@return number of amber required to buy the good
function GoodsData.getGoodValue(displayName)
 
local good = GoodsData.getAllDataForGood(displayName)
 
if not good then
if not good then
error("ID for good not found to look up name and icon: " .. goodID)
return nil
end
end
 
return good[INDEX_GOOD_NAME], good[INDEX_GOOD_ICON_FILENAME]
return good[INDEX_SELL_VALUE], good[INDEX_BUY_VALUE]
end
end




---
--- Retrieves the icon filename for the good specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return string the filename of the icon for the specified good
function GoodsData.getGoodIcon(displayName)
local good = GoodsData.getAllDataForGood(displayName)
if not good then
return nil
end
return good[INDEX_ICON_FILENAME]
end
--endregion


return GoodsData
return GoodsData

Revision as of 00:17, 17 November 2023

Overview

Module for compiling goods (or resources as some call them) 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.

Usage

The standard way of using this module is a call like the following:

iconFilename = GoodsData.getGoodIcon(goodName)

This will return a string corresponding to the filename of the good, including the .png extension. It is preferable to call the getter methods with the name of the good rather than retrieving the entire record for the good, so that your code stays protected from any variations in this module. The getter methods are all called with the plain-language name of the good, as spelled in the game.

longDescription = GoodsData.getGoodDescription(goodName)
inventoryCategory = GoodsData.getGoodCategory(goodName)
isEatable = GoodsData.isGoodEatable(goodName)
isBurnable = GoodsData.isGoodBurnable(goodName)
burnSeconds = GoodsData.getGoodBurnTime(goodName)
amberSellValue, amberBuyValue = GoodsData.getGoodValue(goodName)
iconFilename = GoodsData.getGoodIcon(goodName)

As a last resort, or if you need to transform the data structure, you can call the method getAllDataForGood(displayName). This returns a whole record from the data table corresponding to the requested display name.

The data table for goods has the following structure:

goodsTable = {
	["good1_ID"] = {
		["id"] = "good1_ID",
		["displayName"] = "Plain Language Name",
		["description"] = "A long string with some HTML entities too.",
		["category"] = "Inventory category",
		["eatable"] = true or false if food
		["canBeBurned"] = true or false if fuel and sacrifice
		["burningTime"] = 99, number of seconds
		["tradingSellValue"] = 99.99, in amber
		["tradingBuyValue"] = 99.99, in amber
		["iconName"] = "Icon_Resource_filename.png" including PNG extension
	},
	["good2_ID"] = {
		...
	},
	["good3_ID"] = {
		...
	},
	...
}

---
--- Module for compiling goods (or resources as some call them) 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:
---
--- iconFilename = GoodsData.getGoodIcon(goodName)
---
--- This will return a string corresponding to the filename of the good. It is
--- preferable to call the getter methods with the name of the good rather than
--- retrieving the entire record for the good, so that your code stays
--- protected from any variations in this module. The getter methods are all
--- called with the plain-language name of the good, as spelled in the game.
---
--- * longDescription = GoodsData.getGoodDescription(goodName)
--- * inventoryCategory = GoodsData.getGoodCategory(goodName)
--- * isEatable = GoodsData.isGoodEatable(goodName)
--- * isBurnable = GoodsData.isGoodBurnable(goodName)
--- * burnSeconds = GoodsData.getGoodBurnTime(goodName)
--- * amberSellValue, amberBuyValue = GoodsData.getGoodValue(goodName)
--- * iconFilename = GoodsData.getGoodIcon(goodName)
---
--- As a last resort, or if you need to transform the data structure, you can
--- call the method getAllDataForGood(displayName). This returns a whole record
--- from the data table corresponding to the requested display name.
---
--- The data table for goods has the following structure:
---
--- goodsTable = {
---		["good1_ID"] = {
--- 		["id"] = "good1_ID",
--- 		["displayName"] = "Plain Language Name",
--- 		["description"] = "A long string with some HTML entities too.",
--- 		["category"] = "Inventory category",
--- 		["eatable"] = true or false if food
---			["canBeBurned"] = true or false if fuel and sacrifice
---			["burningTime"] = 99, number of seconds
--- 		["tradingSellValue"] = 99.99, in amber
--- 		["tradingBuyValue"] = 99.99, in amber
--- 		["iconName"] = "Icon_Resource_filename.png" including PNG extension
---		},
--- 	["good2_ID"] = {
---			...
--- 	},
--- 	["good3_ID"] = {
---			...
--- 	},
--- 	...
--- }
---
--- @module GoodsData
local GoodsData = {}



local CsvUtils = require("Module:CsvUtils")



--region Private member variables

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

--- Lookup map. Built once and reused on all subsequent calls within this
--- session, like this: table[displayName] = goodID
local goodsNameToGoodID

--endregion



--region Private constants

local DATA_TEMPLATE_NAME = "Template:Goods_csv"

local HEADER_ROW = 1
local DATA_ROWS = 2

local ORIGINAL_INDEX_ID = 1

local INDEX_NAME = "displayName"
local INDEX_DESCRIPTION = "description"
local INDEX_CATEGORY = "category"
local INDEX_EATABLE = "eatable"
local INDEX_BURNABLE = "canBeBurned"
local INDEX_BURNTIME = "burningTime"
local INDEX_SELL_VALUE = "tradingSellValue"
local INDEX_BUY_VALUE = "tradingBuyValue"
local INDEX_ICON_FILENAME = "iconName"

--endregion



--region Private methods

---
--- Since the goods information is already flat and well structured, all this has
--- to do is swap out the integer keys for the good IDs and only return the data
--- rows, without the header row.
---
--- @param originalGoodsTable table of CSV-based data, with header row, data rows
--- @return table with new structure with IDs as keys
function restructureGoodsTable(originalGoodsTable)

	local newGoodsTable = {}
	for _, good in ipairs(originalGoodsTable[DATA_ROWS]) do

		-- Copy over the content, mapping unhelpful indexes into headers keys.
		local newGood = {}
		for index, key in pairs(originalGoodsTable[HEADER_ROW]) do

			newGood[key] = good[index]

			--Append file extension for this one field.
			if key == INDEX_ICON_FILENAME then
				newGood[key] = newGood[key] .. ".png"
			end
		end

		newGoodsTable[good[ORIGINAL_INDEX_ID]] = newGood
	end

	return newGoodsTable
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.
function loadData()
	
	-- Utility module retrieves the data as basic, flat lua tables. We don't
	-- need to use the header lookup table that's returned with the data table.
	local originalGoodsTable, _ = CsvUtils.extractTables(DATA_TEMPLATE_NAME)
	
	-- Now restructure to be more conducive for data about goods.
	goodsTable = restructureGoodsTable(originalGoodsTable)
end



---
--- Uses the display name, which people are more familiar with, to find the
--- encoded ID of the good. Useful for retrieving good data that is indexed by
--- ID.
---
--- Returns nil if the good with the specified name is not found.
---
--- Builds a lookup table the first time it's called so it only has to iterate
--- over the whole data set once per session.
---
--- @param displayName string plain-language name of the good to find
--- @return string ID of the good found, or nil if not found
function findGoodIDByName(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 good's name: " .. displayName .. ".")
	end

	if not goodsTable then
		loadData()
	end

	local foundGoodID

	-- Decide whether we need to traverse the big table. If this isn't the first
	-- time this method is called, we can just look it up.
	if not goodsNameToGoodID then

		goodsNameToGoodID = {}
		for goodID, good in pairs(goodsTable) do
			-- Store it when we find it...
			if not foundGoodID and good[INDEX_NAME] == displayName then
				foundGoodID = goodID
			end
			--Then keep going to build the lookup table.
			goodsNameToGoodID[good[INDEX_NAME]] = goodID
		end
	else
		-- When we can, just get it from the lookup table.
		foundGoodID = goodsNameToGoodID[displayName]
	end

	return foundGoodID
end

--endregion



--region Public methods

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

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

	if not goodsTable then
		loadData()
	end

	local goodID = findGoodIDByName(displayName)
	if not goodID then
		return nil
	end

	return goodsTable[goodID]
end



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

	local good = GoodsData.getAllDataForGood(displayName)

	if not good then
		return nil
	end

	return good[INDEX_DESCRIPTION]
end



---
--- Retrieves the inventory category for the good specified by its plain
--- language display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return string the catgegory
function GoodsData.getGoodCategory(displayName)

	local good = GoodsData.getAllDataForGood(displayName)

	if not good then
		return nil
	end

	return good[INDEX_CATEGORY]
end



---
--- Retrieves whether the good is eatable, specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return boolean true if the good counts as food
function GoodsData.isGoodEatable(displayName)

	local good = GoodsData.getAllDataForGood(displayName)

	if not good then
		return nil
	end

	return good[INDEX_EATABLE]
end



---
--- Retrieves whether the good is burnable, specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return boolean true if the good counts as fuel
function GoodsData.isGoodBurnable(displayName)

	local good = GoodsData.getAllDataForGood(displayName)

	if not good then
		return nil
	end

	return good[INDEX_BURNABLE]
end



---
--- Retrieves the burn time for the good specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return number of seconds the good burns as fuel
function GoodsData.getGoodBurnTime(displayName)

	local good = GoodsData.getAllDataForGood(displayName)

	if not good then
		return nil
	end

	return good[INDEX_BURNTIME]
end



---
--- Retrieves the trading value for the good specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return number of amber the good sells for
---@return number of amber required to buy the good
function GoodsData.getGoodValue(displayName)

	local good = GoodsData.getAllDataForGood(displayName)

	if not good then
		return nil
	end

	return good[INDEX_SELL_VALUE], good[INDEX_BUY_VALUE]
end



---
--- Retrieves the icon filename for the good specified by its plain language
--- display name.
---
--- Returns nil if the good named was not found.
---
---@param displayName string with the plain language name of the good
---@return string the filename of the icon for the specified good
function GoodsData.getGoodIcon(displayName)

	local good = GoodsData.getAllDataForGood(displayName)

	if not good then
		return nil
	end

	return good[INDEX_ICON_FILENAME]
end

--endregion

return GoodsData