Module:ResourceData: Difference between revisions

From Against the Storm Official Wiki
(added a few more getters, and improved commenting. adding more details to buildings as I have time)
(Wrong copypasta geez sorry)
Tag: Undo
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-------------------------------------------------------------------------------
-- This module primarily supplies data and lookup functions for other modules
-- Lua storage module for looking up data about resources, for use in other
-- that support templates like {{Building_link}}.
-- modules and templates, for example, {{Resource_Link}}.
-- https://hoodedhorse.com/wiki/Against_the_Storm/Template:Building_link
--  
--  
-- The main data table stores all available data about buildings themselves  
--
-- and relies on other modules to store relationships between buildings and  
-- The main data table stores all available data about resources themselves and
-- products, services, etc.
-- relies on other modules to store relationships between resources and  
-- buildings, services, etc.
--
--
-- The helper functions include getters (to keep the data hidden) and a large
-- The helper functions include getters (to keep the data hidden) and a large
-- deconfliction method to provide some robustness when using the template
-- normalization method to provide some robustness when using the template and
-- and from other Lua modules. Looking up a building requires using in-game  
-- from other Lua modules. Looking up a resource requires using in-game names,
-- names, but forgives small differences in spacing, apostrophes, and plurals.
-- but forgives small differences in spacing, apostrophes, and plurals.
 
-- @module ResourceData
-- Please help keep this table updated as the game is updated.
local ResourceData = {}
-- @module BuildingData
local BuildingData = {}


--
--
-- Dependencies
-- Dependencies
--
--
RecipeData = RecipeData or require("Module:RecipeData") -- need recipe relationships
Utility = Utility or require("Module:Utility") -- need normalize functions
Utility = Utility or require("Module:Utility") -- need normalize functions






--  
--
-- Constants
-- Constants
--  
--
-- Specializations
-- top-level categories; the main tabs in the top of the game window
local S_ALCH = "Alchemy"
local CAT_FOODS = "Food"
local S_BREW = "Brewing"
local CAT_BUILD = "Building Materials"
local S_CLOT = "Cloth"
local CAT_CONSU = "Consumable Items"
local S_ENGI = "Engineering"
local CAT_CRAFT = "Crafting Resources"
local S_MEAT = "Meat production"
local CAT_TRADE = "Trade Goods"
local S_WARM = "Warmth"
local CAT_FUEXP = "Fuel & Exploration"
local S_WOOD = "Wood"
local CAT_RAINS = "Rainwater"
 
local CAT_BLIGH = "Blight Fuel"
-- Resource names of building costs
local C_BRICK = "Bricks"
local C_FABRI = "Fabric"
local C_PARTS = "Parts"
local C_PIPES = "Pipes"
local C_PLANK = "Planks"


-- Rain types for rain engines
-- secondary categories, for use in wiki pages
local R_DRIZZ = "Drizzle Water"
-- Foods
local R_CLEAR = "Clearance Water"
local C2_RAWFOOD = "Raw Food"
local R_STORM = "Storm Water"
local C2_COMPLEX = "Complex Food"
-- Building Mats
local C2_CONSTRU = "Construction Material"
local C2_RAREMAT = "Rare Material"
-- Consumable Items
local C2_CLOTHIN = "Clothing"
local C2_SERVICE = "Service"
-- Crafting Resources
local C2_RAWMATS = "Raw Material"
local C2_PROCESS = "Processed Material"
local C2_METALOR = "Metal"
local C2_VESSELS = "Vessel"
-- Trade Goods
local C2_VALUABL = "Valuable"
local C2_PACKSGO = "Pack of Good"
local C2_METARES = "Metaresource"
-- Fuel & Exploration
local C2_FUELSAC = "Fuel"
local C2_EXPTOOL = "Tool"
-- Rainwater and Blight Fuel
local C2_RAINWAT = "Rainwater"
local C2_PURGING = "Purging Fire"






--
--
-- Class Variables
-- Class variables
--
--


-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- Primary data table for this module.
-- Primary data table for this module.
--
-- This table stores the details of buildings according to in-game information.
-- A design decision of this table is to make the key the same as the page
-- name, so that whenever .page is referenced, it can be used again to retrieve
-- the rest of the data. (The lookup method will handle converting it to
-- lowercase.)
--
--
-- Structure:
-- This table stories the details of resources according to in-game information.
-- @key a lowercase version of the building name, with the same spaces,  
-- A design decision of this table is to make the key the same as the page name,
-- apostrophes, singular, and spelling
-- so that whenever .page is referenced, it can be used again to retrieve the
-- @field iconfile a string of the filename.png of the icon used in the game,
-- rest of the data. (The lookup method will handle converting it to lowercase.)
-- case-sensitive and must include extension, but without the "File:"
--
-- @field page the name of the wiki page, case-sensitive, but otherwise must be  
-- Structure:  
-- the same as the key
-- @key a lowercase version of the resource name, with the same spaces,  
-- @field specialization[opt] a table of the specializations listed in the  
-- apostrophes, singular/plural, and spelling
-- in-game encyclopedia (use the constants, above), or omit if none
-- @field iconfile a string of the filename.png of the icon used in the  
-- @field cost[opt] a table of the building costs (or omit if none), in the  
-- game, case-sensitive and must include extension, but without the "File:"
-- following format:
-- @field page the name of the wiki page, case-sensitive, but otherwise must be the same as the key
-- { first cost { number, resource },
-- @
--   second cost { number, resource },
local RESOURCE_DATA = {
--   etc. }
 
-- @field workers the number of worker slots
---------------------------------------
-- @field raintype the color of rain used in the Rain Engine of this building
--[[ RESOURCE_DATA
-- (use constants, above), if any
*defaults are stored here; these value will be modified during the game by
-- @field description the in-game description text, in plain text
perks and city upgrades
-- @table tBuildingData the primary data table for buildings
-- page: string: the name of the page on the wiki, case sensitive. this should match
local tBuildingData = {  
the spelling, spacing, and punctuation in the game
-- iconfile: string: the filename, ending in .png, on the wiki. do not include
the File: prefix. Align with dev data dumps (from Google Drive) or
from extracted assets from the Unity Asset Studio.
-- category: string/constant: the category the good belongs to, in the upper UI on
the game screen, for example "Food" or "Consumable Items." useful for building
tables of similar items. use the constants above.
-- cat2: string/constant: a more specific category, often referenced by perks,
needs, or buildings, for example, "Complex Food" and "Packs of goods"
and "Metal or Ore"
-- eatable: boolean: true if the good can be eaten, can omit if false
-- burnable: boolean: true if the good can be burned or sacrified in a Hearth, can omit if false
-- burnTime: int: default* seconds the item burns for in a Hearth, can omit if burnable is false
-- sacrificedRate: int: default* number of items sacrified per minute in a Hearth, can omit if burnable is false
-- sellValue: float: default* value when selling, in Amber (the spreadsheet shows value as 10x, so 2.4 = 0.24 in-game)
-- buyValue: float: default* value when buying, in Amber
-- description: string: the in-game description.
--]]
---------------------------------------
    -- Food/Raw Food
["berries"] = { page="Berries",
iconfile="Icon_Resource_Berries.png",
category=CAT_FOODS, cat2=C2_RAWFOOD,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="Common food source. Obtained by: Plantation, Hallowed Herb Garden, Herbalists' Camp, Small Herbalists' Camp."},
["eggs"] = { page="Eggs",
iconfile="Eggs.png",
category=CAT_FOODS, cat2=C2_RAWFOOD,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="Common food source. Obtained by: Ranch, Trappers' Camp, Small Trappers' Camp."},
["insects"] = { page="Insects",
iconfile="Insects.png",
category=CAT_FOODS, cat2=C2_RAWFOOD,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="Common food source. Obtained by: Trappers' Camp, Small Trappers' Camp."},
["meat"] = { page="Meat",
iconfile="Meat.png",
category=CAT_FOODS, cat2=C2_RAWFOOD,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="Common food source. Obtained by: Ranch, Trappers' Camp, Small Trappers' Camp."},
["mushrooms"] = { page="Mushrooms",
iconfile="Mushrooms.png",
category=CAT_FOODS, cat2=C2_RAWFOOD,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="Common food source. Obtained by: Herbalists' Camp, Small Herbalists' Camp, Greenhouse, Homestead."},
["roots"] = { page="Roots",
iconfile="Roots.png",
category=CAT_FOODS, cat2=C2_RAWFOOD,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="Common food source. Obtained by: Hallowed Herb Garden, Herb Garden, Foragers' Camp, Small Foragers' Camp."},
["vegetables"] = { page="Vegetables",
iconfile="Vegetables.png",
category=CAT_FOODS, cat2=C2_RAWFOOD,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="Common food source. Obtained by: Hallowed Small Farm, Small Farm, Foragers' Camp, Small Foragers' Camp, Homestead."},
-- Food/Complex Food
["biscuits"] = { page="Biscuits",
iconfile="Icon_Resource_Biscuits.png",
category=CAT_FOODS, cat2=C2_COMPLEX,
eatable=true,
sellValue=0.30, buyValue=0.50,
description="Tasty and crunchy. Produced by: Field Kitchen, Bakery, Cookhouse, Smelter, Apothecary."},
["jerky"] = { page="Jerky",
iconfile="Jerky.png",
category=CAT_FOODS, cat2=C2_COMPLEX,
eatable=true,
sellValue=0.18, buyValue=0.30,
description="Preserved, dried meat. Produced by: Field Kitchen, Smokehouse, Kiln, Butcher, Cellar."},
["pickled goods"] = { page="Pickled Goods",
iconfile="PickledGoods.png",
category=CAT_FOODS, cat2=C2_COMPLEX,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="A Beaver specialty. Produced by: Field Kitchen, Granary, Cellar, Brewery, Flawless Brewery."},
["pie"] = { page="Pie",
iconfile="Pie.png",
category=CAT_FOODS, cat2=C2_COMPLEX,
eatable=true,
sellValue=0.30, buyValue=0.50,
description="A Human specialty. Produced by: Bakery, Brick Oven, Furnace."},
["skewers"] = { page="Skewers",
iconfile="Skewers.png",
category=CAT_FOODS, cat2=C2_COMPLEX,
eatable=true,
sellValue=0.24, buyValue=0.40,
description="A Lizard specialty. Produced by: Cookhouse, Grill, Butcher."},
-- Building Materials
["bricks"] = { page="Bricks",
iconfile="Icon_Resource_Bricks.png",
category=CAT_BUILD, cat2=C2_CONSTRU,
sellValue=0.375, buyValue=0.625,
description="Mostly used for construction. Produced by: Crude Workstation, Workshop, Brickyard, Kiln, Furnace."},
["fabric"] = { page="Fabric",
iconfile="Fabric.png",
category=CAT_BUILD, cat2=C2_CONSTRU,
sellValue=0.375, buyValue=0.625,
description="Used for construction or production of clothes. Produced by: Crude Workstation, Workshop, Weaver, Granary, Leatherworker."},
["pipes"] = { page="Pipes",
iconfile="En_craft_23.png",
category=CAT_BUILD, cat2=C2_CONSTRU,
sellValue=0.58, buyValue=1.00,
description="Used to install Rainpunk Engines in production buildings and build Geyser Pumps. Produced by: Crude Workstation, Workshop, Smelter, Toolshop."},
["planks"] = { page="Planks",
iconfile="Planks.png",
category=CAT_BUILD, cat2=C2_CONSTRU,
sellValue=0.225, buyValue=0.375,
description="Mostly used for construction. Produced by: Crude Workstation, Workshop, Lumber Mill, Carpenter, Supplier."},
-- Building Materials/Rare
["parts"] = { page="Parts",
iconfile="Parts.png",
category=CAT_BUILD, cat2=C2_RAREMAT,
sellValue=2.28, buyValue=4.80,
description="Rare elements used in camp construction. Difficult to produce in this harsh environment."},
["wildfire essence"] = { page="Wildfire Essence",
iconfile="Wildfire Essence.png",
category=CAT_BUILD, cat2=C2_RAREMAT,
sellValue=6.00, buyValue=10.0,
description="A sentient flame trapped in a bottle. This rare material is used to light the Holy Flame in Hearths. Can be acquired from orders, Glade Events, or traders."},
-- Consumable Items/Clothing
["coats"] = { page="Coats",
iconfile="Coats.png",
category=CAT_CONSU, cat2=C2_CLOTHIN,
sellValue=0.12, buyValue=0.20,
description="Used as clothing by some villagers. Produced by: Clothier, Smithy, Artisan, Druid's Hut."},
-- Consumable Items/Service Items
["ale"] = { page="Ale",
iconfile="Icon_Resource_Ale.png",
category=CAT_CONSU, cat2=C2_SERVICE,
sellValue=0.21, buyValue=0.35,
description="Used for Leisure at: Tavern, Monastery, Forum. Produced by: Grill, Brewery, Flawless Brewery, Tinctury, Scribe."},
["cosmetics"] = { page="Cosmetics",
iconfile="Cosmetics.png",
category=CAT_CONSU, cat2=C2_SERVICE,
sellValue=0.18, buyValue=0.3,
description="Used for Cleanliness at: Bath House, Holy Market, Market. Produced by: Cooperage, Alchemist's Hut, Apothecary."},
["incense"] = { page="Incense",
iconfile="Incense.png",
category=CAT_CONSU, cat2=C2_SERVICE,
sellValue=0.225, buyValue=0.375,
description="Used for Religion at: Holy Temple, Temple, Monastery, Clan Hall. Produced by: Smokehouse, Brick Oven, Apothecary, Druid's Hut."},
["scrolls"] = { page="Scrolls",
iconfile="Scrolls.png",
category=CAT_CONSU, cat2=C2_SERVICE,
sellValue=0.18, buyValue=0.30,
description="Used for Education at: Holy Temple, Temple, Explorers' Lodge, Forum. Produced by: Lumber Mill, Clothier, Flawless Rain Mill, Rain Mill, Scribe."},
["training gear"] = { page="Training Gear",
iconfile="TrainingGear.png",
category=CAT_CONSU, cat2=C2_SERVICE,
sellValue=0.255, buyValue=0.425,
description="Used for Brawling at: Tavern, Clan Hall, Explorers' Lodge. Produced by: Cooperage, Weaver, Tinkerer, Manufactory."},
["wine"] = { page="Wine",
iconfile="Wine.png",
category=CAT_CONSU, cat2=C2_SERVICE,
sellValue=0.18, buyValue=0.30,
description="Used for Luxury at: Guild House, Holy Market, Market. Produced by: Cellar, Alchemist's Hut, Tinctury."},
-- Crafting Materials/Raw Materials
["clay"] = { page="Clay",
iconfile="Icon_Resource_Clay.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.18, buyValue=0.30,
description="Flesh of the earth. Used mostly for crafting. Obtained by: Stonecutters' Camp, Clay Pit."},
["grain"] = { page="Grain",
iconfile="Grain.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.24, buyValue=0.40,
description="Isn't eaten raw, but can be processed. Obtained by: Hallowed Small Farm, Small Farm, Foragers' Camp, Small Foragers' Camp, Homestead."},
["herbs"] = { page="Herbs",
iconfile="Herbs.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.24, buyValue=0.40,
description="Isn't eaten raw, but can be processed. Obtained by: Hallowed Herb Garden, Herb Garden, Herbalists' Camp, Small Herbalists' Camp, Greenhouse."},
["leather"] = { page="Leather",
iconfile="Leather.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.18, buyValue=0.30,
description="Used for crafting. Obtained by: Ranch."},
["pigment"] = { page="Pigment",
iconfile="Pigment.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.15, buyValue=0.25,
description="Used for crafting. Produced by: Cookhouse, Artisan, Tinctury, Manufactory."},
["plant fiber"] = { page="Plant Fiber",
iconfile="PlantFiber.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.18, buyValue=0.30,
description="Used for crafting. Obtained by: Hallowed Small Farm, Plantation, Harvesters' Camp, Homestead."},
["reeds"] = { page="Reeds",
iconfile="Reeds.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.18, buyValue=0.30,
description="Used for crafting. Obtained by: Harvesters' Camp, Clay Pit."},
["resin"] = { page="Resin",
iconfile="Resin.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.18, buyValue=0.30,
description="Used for crafting. Obtained by: Forester's Hut."},
["stone"] = { page="Stone",
iconfile="Stone.png",
category=CAT_CRAFT, cat2=C2_RAWMATS,
sellValue=0.18, buyValue=0.30,
description="Bones of the earth. Used mostly for crafting. Obtained by: Stonecutters' Camp."},
-- Starting Buildings
-- Crafting Materials/Processed Materials
["ancient hearth"] = { page="Ancient Hearth",  
["flour"] = { page="Flour",
iconfile="Small Hearth icon.png",  
iconfile="Flour.png",
specialization={ S_WARM },  
category=CAT_CRAFT, cat2=C2_PROCESS,
workers=1,  
sellValue=0.22, buyValue=0.38,
description="The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope. Can't be moved. Size: 4x4." },
description="Used for cooking. Produced by: Flawless Rain Mill, Rain Mill, Press, Provisioner, Stamping Mill, Supplier."},
["main warehouse"] = { page="Main Warehouse",  
iconfile="Main_Storage_icon.png" },
-- Crafting Materials/Metal & Ore
["copper bars"] = { page="Copper Bars",
iconfile="CopperBar.png",
category=CAT_CRAFT, cat2=C2_METALOR,
sellValue=0.72, buyValue=1.2,
description="Refined copper ore, used for crafting. Produced by: Grill, Furnace, Stamping Mill, Smelter."},
["copper ore"] = { page="Copper Ore",
iconfile="CopperOre.png",
category=CAT_CRAFT, cat2=C2_METALOR,
sellValue=0.18, buyValue=0.30,
description="A soft and malleable metal. Obtained by: Mine."},
["crystalized dew"] = { page="Crystalized Dew",
iconfile="CrystalizedDew.png",
category=CAT_CRAFT, cat2=C2_METALOR,
sellValue=0.72, buyValue=1.20,
description="Crystalized rain essence. Produced by: Forester's Hut, Brickyard, Smelter, Alchemist's Hut."},
-- Crafting Materials/Vessels
["barrels"] = { page="Barrels",
iconfile="Icon_Resource_Barrels.png",
category=CAT_CRAFT, cat2=C2_VESSELS,
sellValue=0.24, buyValue=0.40,
description="Used for crafting. Produced by: Cooperage, Provisioner, Toolshop, Artisan."},
["pottery"] = { page="Pottery",
iconfile="Pottery.png",
category=CAT_CRAFT, cat2=C2_VESSELS,
sellValue=0.225, buyValue=0.375,
description="Used for crafting. Produced by: Bakery, Smokehouse, Brickyard, Stamping Mill."},
["waterskins"] = { page="Waterskins",
iconfile="Waterskins.png",
category=CAT_CRAFT, cat2=C2_VESSELS,
sellValue=0.225, buyValue=0.375,
description="Used for crafting. Produced by: Clothier, Leatherworker, Toolshop, Supplier."},
-- Trade Goods/Valuable Items
["amber"] = { page="Amber",
iconfile="Icon_Resource_Amber.png",
category=CAT_TRADE, cat2=C2_VALUABL,
sellValue=1.20, buyValue=1.50,
description="A widely accepted currency in the kingdom. Crystalized tree blood... fitting."},
["ancient tablet"] = { page="Ancient Tablet",
iconfile="Icon_Resource_AncientTablet.png",
category=CAT_TRADE, cat2=C2_VALUABL,
sellValue=9.60, buyValue=16.0,
description="Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous  or Forbidden Glades."},
-- Trade Goods/Packs of Goods
["pack of building materials"] = { page="Pack of Building Materials",  
iconfile="Icon_Resource_BuildingMaterials.png",  
category=CAT_TRADE, cat2=C2_PACKSGO,
sellValue=1.05, buyValue=1.60,
description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Makeshift Post, Flawless Rain Mill, Rain Mill, Tinkerer."},
["pack of crops"] = { page="Pack of Crops",
iconfile="Crops.png",
category=CAT_TRADE, cat2=C2_PACKSGO,
sellValue=0.71, buyValue=1.10,
description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Makeshift Post, Granary, Brewery, Flawless Brewery."},
["pack of luxury goods"] = { page="Pack of Luxury Goods",
iconfile="Luxury.png",
category=CAT_TRADE, cat2=C2_PACKSGO,  
sellValue=0.78, buyValue=1.20,
description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Carpenter, Leatherworker, Press."},
["pack of provisions"] = { page="Pack of Provisions",
iconfile="Provisions.png",
category=CAT_TRADE, cat2=C2_PACKSGO,
sellValue=0.48, buyValue=0.80,  
description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Makeshift Post, Provisioner, Manufactory."},
["pack of trade goods"] = { page="Pack of Trade Goods",
iconfile="TradeGoods.png",
category=CAT_TRADE, cat2=C2_PACKSGO,
sellValue=0.96, buyValue=1.60,
description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Lumber Mill, Weaver, Smithy."},
-- Meta resources
["artifacts"] = { page="Artifacts",
iconfile="Icon MetaResource Artifact.png",
category=CAT_TRADE, cat2=C2_METARES,
sellValue=0.60, buyValue=0.90,
description="Curiosities of a varied nature. Fascinating, sinister, and all in between. Can be used to buy more advanced upgrades in the Smoldering City."},
["food stockpiles"] = { page="Food Stockpiles",
iconfile="Icon MetaResource FoodStockpiles.png",
category=CAT_TRADE, cat2=C2_METARES,
sellValue=0.30, buyValue=0.45,
description="A basic currency in the realm. Workers are eager to exchange their labor for food for their families. Can be used to buy upgrades in the Smoldering City."},
["machinery"] = { page="Machinery",  
iconfile="Icon MetaResource Machinery.png",
category=CAT_TRADE, cat2=C2_METARES,
sellValue=0.60, buyValue=0.90,
description="Rainpunk technology ripped from the past. Repurposed using skill and labor. Can be used to buy upgrades in the Smoldering City."},
-- Camps
-- Fuel & Exploration/Fuel
["foragers' camp"] = { page="Foragers' Camp",  
["coal"] = { page="Coal",  
iconfile="Forager's Camp icon" },
iconfile="Icon_Resource_Coal.png",
["harvesters' camp"] = { page="Harvesters' Camp",  
category=CAT_FUEXP, cat2=C2_FUELSAC,
iconfile="Harvester Camp icon.png" },
burnable=true, burnTime=60, sacrificedRate=18,
["herbalists' camp"] = { page="Herbalists' Camp",  
sellValue=0.375, buyValue=0.625,
iconfile="Herbalist's_Camp_icon.png" },
description="Efficient fuel. Obtained by: Mine, Brick Oven, Kiln."},
["stonecutters' camp"] = { page="Stonecutters' Camp",  
["oil"] = { page="Oil",  
iconfile="Stonecutter's Camp icon.png" },
iconfile="Oil.png",
["trappers' camp"] = { page="Trappers' Camp",  
category=CAT_FUEXP, cat2=C2_FUELSAC,
iconfile="Trapper's Camp icon.png" },
burnable=true, burnTime=30, sacrifiedRate=15,
["woodcutters' camp"] = { page="Woodcutters' Camp",  
sellValue=0.195, buyValue=0.325,
iconfile="Woodcutters Camp icon" },
description="Efficient fuel. Obtained by: Butcher, Press, Druid's Hut."},
["sea marrow"] = { page="Sea Marrow",  
iconfile="SeaMarrow.png",  
category=CAT_FUEXP, cat2=C2_FUELSAC,
burnable=true, burnTime=60, sacrifiedRate=18,
sellValue=0.375, buyValue=0.625,  
description="Efficient fuel. Obtained by: Stonecutters' Camp."},
["wood"] = { page="Wood",  
iconfile="Wood.png",  
category=CAT_FUEXP, cat2=C2_FUELSAC,
burnable=true, burnTime=15, sacrifiedRate=30,
sellValue=0.075, buyValue=0.125,  
description="An abundant, yet crucial resource. Obtained by: Woodcutters' Camp."},
-- Farms
-- Fuel & Exploration/Tools
["farm field"] = { page="Farm Field",  
["simple tools"] = { page="Simple Tools",  
iconfile="Farmfield_icon.png" },
iconfile="SimpleTools.png",  
["greenhouse"] = { page="Greenhouse",  
category=CAT_FUEXP, cat2=C2_EXPTOOL,
iconfile="Greenhouse_icon.png" },
sellValue=1.665, buyValue=2.775,  
["herb garden"] = { page="Herb Garden",  
description="Used in exploration, for opening caches and completing difficult events. Produced by: Carpenter, Smithy, Toolshop, Tinkerer, Scribe."},
iconfile="HerbGarden_icon.png" },
["infused tools"] = { page="Infused Tools",  
["plantation"] = { page="Plantation",  
iconfile="InfusedTools.png",  
iconfile="Plantation_icon.png" },
category=CAT_FUEXP, cat2=C2_EXPTOOL,  
["small farm"] = { page="Small Farm",  
sellValue=2.115, buyValue=3.525,  
iconfile="SmallFarm_icon.png" },
description="Used in exploration, for opening caches and completing difficult events. Produced by: Finesmith, Rainpunk Foundry."},
-- Food production
-- Rainwater
["bakery"] = { page="Bakery",  
["clearance water"] = { page="Clearance Water",  
iconfile="Bakery_icon.png" },
iconfile="Yellow_30.png",  
["butcher"] = { page="Butcher",  
category=CAT_RAINS, cat2=C2_RAINWAT,  
iconfile="Butcher_icon.png" },
description="Highly concentrated yellow clearance rainwater. Used to power Rain Engines in crafting-oriented buildings."},
["cellar"] = { page="Cellar",  
["drizzle water"] = { page="Drizzle Water",  
iconfile="Cellar_icon.png" },
iconfile="Green_11.png",  
["cookhouse"] = { page="Cookhouse",  
category=CAT_RAINS, cat2=C2_RAINWAT,  
iconfile="Cookhouse_icon.png" },
description="Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."},
["field kitchen"] = { page="Field Kitchen",  
["storm water"] = { page="Storm Water",  
iconfile="Field_Kitchen_icon.png" },
iconfile="Blue_14.png",  
["granary"] = { page="Granary",  
category=CAT_RAINS, cat2=C2_RAINWAT,  
iconfile="Granary_icon.png" },
description="Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."},
["grill"] = { page="Grill",  
iconfile="Grill_icon.png" },
["ranch"] = { page="Ranch",  
iconfile="Ranch_icon.png" },
["smokehouse"] = { page="Smokehouse",  
iconfile="Smokehouse_icon.png" },
-- Housing
-- Blight Fuel
["shelter"] = { page="Shelter",  
["purging fire"] = { page="Purging Fire",  
iconfile="Shelter icon.png" },
iconfile="PurgingFire.png",  
["big shelter"] = { page="Big Shelter",  
category=CAT_BLIGH, cat2=C2_PURGING,  
iconfile="Big Shelter icon.png" },
sellValue=0.375, buyValue=0.625,  
["human house"] = { page="Human House",  
description="A unique resource used by Blight Fighters to burn down Blightrot Cysts. Produced by: Blight Post."}
iconfile="Human House icon.png" },
}
["beaver house"] = { page="Beaver House",
iconfile="Beaver House icon.png" },
["lizard house"] = { page="Lizard House",
iconfile="Lizard House icon.png" },
["harpy house"] = { page="Harpy House",
iconfile="Harpy House icon.png" },
-- Industry
["crude workstation"] = { page="Crude Workstation",
iconfile="Crude_Workstation_icon.png" },
["makeshift post"] = { page="Makeshift Post",
iconfile="Makeshift_Post_icon.png" },
["advanced rain collector"] = { page="Advanced Rain Collector",  
iconfile="Advanced_Rain_Collector_icon.png",
specialization={ S_ENGI, S_ALCH },
cost={ {5,C_PIPES}, {3,C_PARTS}, {5,C_PLANK} },  
description="Can collect infused rainwater used for crafting and powering Rain Engines in production buildings. The type of collected rainwater depends on the season. Can't be moved. Size: 3x2." },
["alchemist's hut"] = { page="Alchemist's Hut",
iconfile="Alchemist_Hut_icon.png",
specialization={ S_ALCH, S_BREW },
cost={ {5,C_PLANK}, {2,C_BRICK} },
workers=2,
description="Can produce: Crystalized Dew (★★), Cosmetics (★★), Wine (★★). Can use: Clearance Water. Can't be moved. Size: 3x2." },
["apothecary"] = { page="Apothecary",
iconfile="Apothecary_icon.png",
specialization={ S_ALCH },
cost={ {5,C_PLANK}, {2,C_BRICK} },
workers=2,
description="Can produce: Cosmetics (★★), Incense (★★), Biscuits (★★). Can use: Clearance Water. Can't be moved. Size: 3x3." },
["artisan"] = { page="Artisan",
iconfile="Artisan_icon.png" },
["brewery"] = { page="Brewery",
iconfile="Brewery_icon.png" },
["brick oven"] = { page="Brick Oven",
iconfile="Brick_Oven_icon.png" },
["brickyard"] = { page="Brickyard",
iconfile="Brickyard_icon.png" },
["carpenter"] = { page="Carpenter",
iconfile="Carpenter_icon.png" },
["clothier"] = { page="Clothier",
iconfile="Clothier_icon.png" },
["cooperage"] = { page="Cooperage",
iconfile="Cooperage_icon.png" },
["druid's hut"] = { page="Druid's Hut",
iconfile="Druid_icon.png" },
["flawless brewery"] = { page="Flawless Brewery",
iconfile="Brewery_icon.png" },
["flawless rain mill"] = { page="Flawless Rain Mill",
iconfile="Rain_Mill_icon.png" },
["furnace"] = { page="Furnace",
iconfile="Furnace_icon.png" },
["kiln"] = { page="Kiln",
iconfile="Kiln_icon.png" },
["leatherworker"] = { page="Leatherworker",
iconfile="Leatherworks_icon.png" },
["lumber mill"] = { page="Lumber Mill",
iconfile="Lumbermill_icon.png" },
["mine"] = { page="Mine",
iconfile="Mine_icon.png" },
["press"] = { page="Press",
iconfile="Press_icon.png" },
["provisioner"] = { page="Provisioner",
iconfile="Provisioner_icon.png" },
["rain collector"] = { page="Rain Collector",
iconfile="Rain_Collector_icon.png" },
["rain mill"] = { page="Rain Mill",
iconfile="Rain_Mill_icon.png" },
["scribe"] = { page="Scribe",
iconfile="Scribe_icon.png" },
["smelter"] = { page="Smelter",
iconfile="Smelter_icon.png" },
["toolshop"] = { page="Toolshop",
iconfile="Toolshop_icon.png" },
["weaver"] = { page="Weaver",
iconfile="Weaver_icon.png" },
-- City Buildings
["archaeologist's office"] = { page="Archaeologist's Office",
iconfile="Archeologist_office_icon.png",
cost={ {2,C_PLANK}, {2,C_BRICK}, {2,C_FABRI} },
description="A building designed to help you study the past. Can be upgraded to locate archaeological discoveries or improve exploration capabilities. Can be moved for: 5 Wood. Size: 3x3." },
["small hearth"] = { page="Small Hearth",
iconfile="Temporary_Hearth_icon.png" },
["warehouse"] = { page="Warehouse",
iconfile="Storage_icon.png" },
["trading post"] = { page="Trading Post",
iconfile="Trading_Post_icon.png" },
["blight post"] = { page="Blight Post",
iconfile="Blight_Post_icon.png" },
["hydrant"] = { page="Hydrant",
iconfile="Hydrant_icon.png" },
["forsaken altar"] = { page="Forsaken Altar",
iconfile="Altar_icon.png" },
-- Service Buildings
["bath house"] = { page="Bath House",
iconfile="Bath_House_icon.png" },
["clan hall"] = { page="Clan Hall",
iconfile="Clan_Hall_icon.png" },
["explorers' lodge"] = { page="Explorers' Lodge",
iconfile="Explorers_Lodge_icon.png" },
["guild house"] = { page="Guild House",
iconfile="Guild_House_icon.png" },
["monastery"] = { page="Monastery",
iconfile="Monastery_icon.png"},
["tavern"] = { page="Tavern",
iconfile="Tavern_icon.png" },
["temple"] = { page="Temple",
iconfile="Temple_icon.png" },
} -- end of tBuildingData






-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- Main lookup function
-- Main lookup functions
--
-- Accepts the in-game name and returns the name of the page on the wiki
-- Accepts the in-game name and returns the corresponding inner table from
-- associated with that in-game item, resource, building, etc.
-- tBuildingData. It is preferred that callers use the other getter functions
--
-- that return specific fields of the inner table rather than the whole thing,
-- Some associated lookup functions are necessary to hide the inner table
-- to protect variations in this module.
-- names from outside functions. For example, getIconFilename so that we can
-- @param buildingName the name of the building to look up
-- change the name of .iconfile without breaking other modules.
-- @return the inner table from the big data table corresponding to the provided
-------------------------------------------------------------------------------
-- building name, or nil if it doesn't exist
 
function BuildingData.getData(buildingName)
-- If the argument to this function is empty or nil, save some time by
-- skipping the normalize function.
if not buildingName or "" == buildingName then
return nil
end
-- normalize the name and try again
    local buildingName = Utility.normalizeBuildingName(buildingName)
-- get the inner table from the big data table and return it; if it doesn't
-- exist, this will return nil anyway
    return tBuildingData[buildingName] or nil
end




-- returns the whole data table for the specified key
-- need to run normalize function first
function ResourceData.getData(strArg)


---
-- normalize input
-- Getter method for the icon filename for a building.
    local strArg = Utility.normalizeResourceName(strArg)
--
-- Accepts the in-game name of the building and returns the corresponding
-- filename on the wiki for the building's icon as seen in-game.
-- @param buildingName the name of the building
-- @return the filename, which might be an empty string, or nil if it doesn't
-- exist
function BuildingData.getIconFilename(buildingName)
-- get the inner table for the building
-- Get it from the big table below and return it.
local tBuilding = getData(buildingName)
    return RESOURCE_DATA[strArg]
if not tBuilding then
return nil
end
local icon = "" -- this is our return variable
-- Get the icon filename, if any. If the building doesn't have an icon,
-- then return an empty string. Returning nil is reserved for when the
-- building does not exist.
if tBuilding.iconfile then
--overwrite the return variable
icon = tBuilding.iconfile
end
-- At this point, it could be an empty string, signifying that the building
-- exists but does not have an icon.
return icon
end
end






---
-- simpler version if all that's needed is the iconfile.
-- Getter method for the page name for a building.
-- error handling by the calling module is required.
--  
function ResourceData.getIconFilename(strArg)
-- Accepts the in-game name of the building and returns the corresponding name
-- of the page in the wiki for the building. If the buildingName argument is  
-- formatted exactly as in the game, this will return a string matching the
-- argument. Since normalization is performed, this can be used to ensure proper
-- formatting of the building's name.
-- @param buildingName the name of the building
-- @return the name of the page on the wiki, or nil if it doens't exist
function BuildingData.getPagename(buildingName)


-- get the inner table for the building
local data = getData(strArg)
local tBuilding = getData(buildingName)
-- if the building didn't exist, then this needs to return nil so it can't
-- if this particular data block doesn't have a iconfile, this will return nil
-- be used as a key again
-- therefore, error handling will be necessary
return tBuilding.page or nil
return data.iconfile or nil
end
end
-- and if the table is provided instead of the name to lookup
function ResourceData.getIconFilenameFromData(RESOURCE_DATA)


 
-- if this particular data block doesn't have a iconfile, this will return nil
 
-- therefore, error handling will be necessary
---
return RESOURCE_DATA.iconfile or nil
-- Getter method for the specializations of a building.
--
-- Accepts the in-game name of the building and returns the corresponding
-- specializations, if any, as a table of strings.
-- @param the name of the building
-- @return a table with the specializations for the building, which might be
-- empty if the building has no specializations, or nil if the building doesn't  
-- exist
function BuildingData.getSpecialization(buildingName)
 
-- get the inner table for the building
local tBuilding = getData(buildingName)
-- if the building didn't exist, return nil
if not tBuilding then
return nil
end
local tSpec = {} -- this is our return variable
-- Get the specialization, if any. If there are none, then return that empty
-- table. Returning nil is reserved for when the building does not exist.
if tBuilding.specialization then
-- overwrite the return variable
tSpec = tBuilding.specialization
end
-- At this point, it could be an empty table, signifying that the building
-- exists but has no specialization.
return tSpec
end
end






---
-- simpler version if all that's needed is the page name.
-- Getter method for the building costs of a building.
-- error handling by the calling module is required.
--
function ResourceData.getPagename(strArg)
-- Accepts the in-game name of the building and returns the corresponding
-- costs in resources to build as a table of strings. Buildings that the player
-- starts with or are otherwise free to build will have no costs.
-- @param the name of the building
-- @return a table with the costs of the building, which may be empty if the
-- player starts with the building, or nil if the building doesn't exist; the
-- cost table has the following format:
-- { first cost { number, resource },
--   second cost { number, resource },
--   etc. }
function BuildingData.getCosts(buildingName)


-- get the inner table for the building
local data = getData(strArg)
local tBuilding = getData(buildingName)
-- if the building didn't exist, return nil
if not tBuilding then
return nil
end
local tCost = {} -- this is our return variable
-- Get the costs, if any. If there are none, then return that empty table.
-- Returning nil is reserved for when the building does not exist.
if tBuilding.cost then
-- overwrite the return variable
tCost = tBuilding.cost
end
-- At this point, it could be an empty table, signifying that the building
-- if this particular data block doesn't have a page name, this will return nil
-- exists but has no cost.
-- therefore, error handling will be necessary
return tCost
return data.page or nil
end
end
-- and if the table is provided instead of the name to lookup
function ResourceData.getPagenameFromData(RESOURCE_DATA)


 
-- if this particular data block doesn't have a page name, this will return nil
 
-- therefore, error handling will be necessary
---
return RESOURCE_DATA.page or nil
-- Getter method for the number of worker slots at a building.
--
-- Accepts the in-game name of the building and returns the corresponding
-- number of workers the building can take, if any.
-- @param the name of the building
-- @return the number of workers, which might be zero, or nil if the building
-- doesn't exist
function BuildingData.getWorkers(buildingName)
 
-- get the inner table for the building
local tBuilding = getData(buildingName)
if not tBuilding then
return nil
end
local workerSlots = 0 -- this is our return variable
-- Get the number of worker slots, if any. If there are none, then return
-- zero. Returning nil is reserved for when the building does not exist.
if tBuilding.workers then
-- overwrite the return variable
workerSlots = tBuilding.workers
end
-- At this point, it could be zero, signifying that the building exists but
-- has no worker slots.
return workerSlots
end
end






---
-- simpler version if all that's needed is the description.
-- Getter method for the type of rain used in Rain Engines in a building.
-- error handling by the calling module is required.
--  
function ResourceData.getDescription(strArg)
-- Accepts the in-game name of the building and returns the corresponding
-- rain type.
-- @param the name of the building
-- @return the rain type, if any, or nil if the building doesn't exist
function BuildingData.getRainType(buildingName)


-- get the inner table for the building
local data = getData(strArg)
local tBuilding = getData(buildingName)
if not tBuilding then
return nil
end
local rainType = "" -- this is our return variable
-- Get the rain type, if any. If the building cannot have rain engines, then
-- return an empty string. Returning nil is reserved for when the building
-- does not exist.
if tBuilding.raintype then
-- overwrite the return variable
rainType = tBuilding.raintype
end
-- At this point, it could be an empty string, signifying that the building
-- if this particular data block doesn't have a description, this will return nil
-- exists but does not use any rainwater.
-- therefore, error handling will be necessary
return rainType
return data.description or nil
end
end
-- and if the table is provided instead of the name to lookup
function ResourceData.getDescriptionFromData(RESOURCE_DATA)


 
-- if this particular data block doesn't have a description, this will return nil
 
-- therefore, error handling will be necessary
---
return RESOURCE_DATA.description or nil
-- Getter method for the description for a building.
--
-- Accepts the in-game name of the building and returns the corresponding
-- description text, as seen in the game.
-- @param the name of the building
-- @return the description of the building, which might be an empty string, or
-- nil if it doesn't exist
function BuildingData.getDescription(buildingName)
 
-- get the inner table for the building
local tBuilding = getData(buildingName)
if not tBuilding then
return nil
end
local desc = "" -- this is our return variable
-- Get the description, if any. If the building doesn't have a description,
-- then return an empty string. Returning nil is reserved for when the
-- building does not exist.
if tBuilding.description then
--overwrite the return variable
desc = tBuilding.description
end
-- At this point, it could be an empty string, signifying that the building
-- exists but does not have a description.
return desc
end
end






-- Return this class when required into another module.
-------------------------------------------------------------------------------
return BuildingData
-- Return when required into another Module.
-------------------------------------------------------------------------------
return ResourceData

Revision as of 14:53, 13 February 2023

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

-------------------------------------------------------------------------------
-- Lua storage module for looking up data about resources, for use in other
-- modules and templates, for example, {{Resource_Link}}.
-- 
--
-- The main data table stores all available data about resources themselves and 
-- relies on other modules to store relationships between resources and 
-- buildings, services, etc.
--
-- The helper functions include getters (to keep the data hidden) and a large
-- normalization method to provide some robustness when using the template and 
-- from other Lua modules. Looking up a resource requires using in-game names, 
-- but forgives small differences in spacing, apostrophes, and plurals.
-- @module ResourceData
local ResourceData = {}

--
-- Dependencies
--
Utility = Utility or require("Module:Utility") -- need normalize functions



--
-- Constants
--
-- top-level categories; the main tabs in the top of the game window
local CAT_FOODS = "Food"
local CAT_BUILD = "Building Materials"
local CAT_CONSU = "Consumable Items"
local CAT_CRAFT = "Crafting Resources"
local CAT_TRADE = "Trade Goods"
local CAT_FUEXP = "Fuel & Exploration"
local CAT_RAINS = "Rainwater"
local CAT_BLIGH = "Blight Fuel"

-- secondary categories, for use in wiki pages
-- Foods
local C2_RAWFOOD = "Raw Food"
local C2_COMPLEX = "Complex Food"
-- Building Mats
local C2_CONSTRU = "Construction Material"
local C2_RAREMAT = "Rare Material"
-- Consumable Items
local C2_CLOTHIN = "Clothing"
local C2_SERVICE = "Service"
-- Crafting Resources
local C2_RAWMATS = "Raw Material"
local C2_PROCESS = "Processed Material"
local C2_METALOR = "Metal"
local C2_VESSELS = "Vessel"
-- Trade Goods
local C2_VALUABL = "Valuable"
local C2_PACKSGO = "Pack of Good"
local C2_METARES = "Metaresource"
-- Fuel & Exploration
local C2_FUELSAC = "Fuel"
local C2_EXPTOOL = "Tool"
-- Rainwater and Blight Fuel
local C2_RAINWAT = "Rainwater"
local C2_PURGING = "Purging Fire"



--
-- Class variables
--

-------------------------------------------------------------------------------
-- Primary data table for this module.
--
-- This table stories the details of resources according to in-game information. 
-- A design decision of this table is to make the key the same as the page name,
-- so that whenever .page is referenced, it can be used again to retrieve the 
-- rest of the data. (The lookup method will handle converting it to lowercase.)
--
-- Structure: 
-- @key a lowercase version of the resource name, with the same spaces, 
-- apostrophes, singular/plural, and spelling
-- @field iconfile a string of the filename.png of the icon used in the 
-- game, case-sensitive and must include extension, but without the "File:"
-- @field page the name of the wiki page, case-sensitive, but otherwise must be the same as the key
-- @
local RESOURCE_DATA = {

	---------------------------------------
	--[[ RESOURCE_DATA
		*defaults are stored here; these value will be modified during the game by
		perks and city upgrades
	-- page: string: the name of the page on the wiki, case sensitive. this should match
			the spelling, spacing, and punctuation in the game
	-- iconfile: string: the filename, ending in .png, on the wiki. do not include 
			the File: prefix. Align with dev data dumps (from Google Drive) or 
			from extracted assets from the Unity Asset Studio.
	-- category: string/constant: the category the good belongs to, in the upper UI on
			the game screen, for example "Food" or "Consumable Items." useful for building
			tables of similar items. use the constants above.
	-- cat2: string/constant: a more specific category, often referenced by perks,
			needs, or buildings, for example, "Complex Food" and "Packs of goods" 
			and "Metal or Ore"
	-- eatable: boolean: true if the good can be eaten, can omit if false
	-- burnable: boolean: true if the good can be burned or sacrified in a Hearth, can omit if false
	-- burnTime: int: default* seconds the item burns for in a Hearth, can omit if burnable is false
	-- sacrificedRate: int: default* number of items sacrified per minute in a Hearth, can omit if burnable is false
	-- sellValue: float: default* value when selling, in Amber (the spreadsheet shows value as 10x, so 2.4 = 0.24 in-game)
	-- buyValue: float: default* value when buying, in Amber
	-- description: string: the in-game description.
	--]]
	---------------------------------------
    -- Food/Raw Food
	["berries"] = {	page="Berries", 
		iconfile="Icon_Resource_Berries.png", 
		category=CAT_FOODS, cat2=C2_RAWFOOD, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="Common food source. Obtained by: Plantation, Hallowed Herb Garden, Herbalists' Camp, Small Herbalists' Camp."},
	["eggs"] = { page="Eggs", 
		iconfile="Eggs.png", 
		category=CAT_FOODS, cat2=C2_RAWFOOD, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="Common food source. Obtained by: Ranch, Trappers' Camp, Small Trappers' Camp."},
	["insects"] = { page="Insects",
		iconfile="Insects.png",	
		category=CAT_FOODS, cat2=C2_RAWFOOD, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="Common food source. Obtained by: Trappers' Camp, Small Trappers' Camp."},
	["meat"] = { page="Meat", 
		iconfile="Meat.png", 
		category=CAT_FOODS, cat2=C2_RAWFOOD, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="Common food source. Obtained by: Ranch, Trappers' Camp, Small Trappers' Camp."},
	["mushrooms"] = { page="Mushrooms", 
		iconfile="Mushrooms.png", 
		category=CAT_FOODS, cat2=C2_RAWFOOD, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="Common food source. Obtained by: Herbalists' Camp, Small Herbalists' Camp, Greenhouse, Homestead."},
	["roots"] = { page="Roots", 
		iconfile="Roots.png", 
		category=CAT_FOODS, cat2=C2_RAWFOOD, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="Common food source. Obtained by: Hallowed Herb Garden, Herb Garden, Foragers' Camp, Small Foragers' Camp."},
	["vegetables"] = { page="Vegetables", 
		iconfile="Vegetables.png", 
		category=CAT_FOODS, cat2=C2_RAWFOOD, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="Common food source. Obtained by: Hallowed Small Farm, Small Farm, Foragers' Camp, Small Foragers' Camp, Homestead."},
		
	-- Food/Complex Food
	["biscuits"] = { page="Biscuits", 
		iconfile="Icon_Resource_Biscuits.png", 
		category=CAT_FOODS, cat2=C2_COMPLEX, 
		eatable=true, 
		sellValue=0.30, buyValue=0.50, 
		description="Tasty and crunchy. Produced by: Field Kitchen, Bakery, Cookhouse, Smelter, Apothecary."},
	["jerky"] = { page="Jerky", 
		iconfile="Jerky.png", 
		category=CAT_FOODS, cat2=C2_COMPLEX, 
		eatable=true, 
		sellValue=0.18, buyValue=0.30, 
		description="Preserved, dried meat. Produced by: Field Kitchen, Smokehouse, Kiln, Butcher, Cellar."},
	["pickled goods"] = { page="Pickled Goods", 
		iconfile="PickledGoods.png", 
		category=CAT_FOODS, cat2=C2_COMPLEX, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="A Beaver specialty. Produced by: Field Kitchen, Granary, Cellar, Brewery, Flawless Brewery."},
	["pie"] = { page="Pie", 
		iconfile="Pie.png", 
		category=CAT_FOODS, cat2=C2_COMPLEX, 
		eatable=true, 
		sellValue=0.30, buyValue=0.50, 
		description="A Human specialty. Produced by: Bakery, Brick Oven, Furnace."},
	["skewers"] = { page="Skewers", 
		iconfile="Skewers.png", 
		category=CAT_FOODS, cat2=C2_COMPLEX, 
		eatable=true, 
		sellValue=0.24, buyValue=0.40, 
		description="A Lizard specialty. Produced by: Cookhouse, Grill, Butcher."},
		
	-- Building Materials
	["bricks"] = { page="Bricks", 
		iconfile="Icon_Resource_Bricks.png", 
		category=CAT_BUILD, cat2=C2_CONSTRU, 
		sellValue=0.375, buyValue=0.625, 
		description="Mostly used for construction. Produced by: Crude Workstation, Workshop, Brickyard, Kiln, Furnace."},
	["fabric"] = { page="Fabric", 
		iconfile="Fabric.png", 
		category=CAT_BUILD, cat2=C2_CONSTRU, 
		sellValue=0.375, buyValue=0.625, 
		description="Used for construction or production of clothes. Produced by: Crude Workstation, Workshop, Weaver, Granary, Leatherworker."},
	["pipes"] = { page="Pipes", 
		iconfile="En_craft_23.png", 
		category=CAT_BUILD, cat2=C2_CONSTRU, 
		sellValue=0.58, buyValue=1.00, 
		description="Used to install Rainpunk Engines in production buildings and build Geyser Pumps. Produced by: Crude Workstation, Workshop, Smelter, Toolshop."},
	["planks"] = { page="Planks", 
		iconfile="Planks.png", 
		category=CAT_BUILD, cat2=C2_CONSTRU, 
		sellValue=0.225, buyValue=0.375, 
		description="Mostly used for construction. Produced by: Crude Workstation, Workshop, Lumber Mill, Carpenter, Supplier."},
		
	-- Building Materials/Rare
	["parts"] = { page="Parts", 
		iconfile="Parts.png", 
		category=CAT_BUILD, cat2=C2_RAREMAT, 
		sellValue=2.28, buyValue=4.80, 
		description="Rare elements used in camp construction. Difficult to produce in this harsh environment."},
	["wildfire essence"] = { page="Wildfire Essence", 
		iconfile="Wildfire Essence.png", 
		category=CAT_BUILD, cat2=C2_RAREMAT, 
		sellValue=6.00, buyValue=10.0, 
		description="A sentient flame trapped in a bottle. This rare material is used to light the Holy Flame in Hearths. Can be acquired from orders, Glade Events, or traders."},
		
	-- Consumable Items/Clothing
	["coats"] = { page="Coats", 
		iconfile="Coats.png", 
		category=CAT_CONSU, cat2=C2_CLOTHIN, 
		sellValue=0.12, buyValue=0.20, 
		description="Used as clothing by some villagers. Produced by: Clothier, Smithy, Artisan, Druid's Hut."},
		
	-- Consumable Items/Service Items
	["ale"] = { page="Ale", 
		iconfile="Icon_Resource_Ale.png", 
		category=CAT_CONSU, cat2=C2_SERVICE, 
		sellValue=0.21, buyValue=0.35, 
		description="Used for Leisure at: Tavern, Monastery, Forum. Produced by: Grill, Brewery, Flawless Brewery, Tinctury, Scribe."},
	["cosmetics"] = { page="Cosmetics", 
		iconfile="Cosmetics.png", 
		category=CAT_CONSU, cat2=C2_SERVICE, 
		sellValue=0.18, buyValue=0.3, 
		description="Used for Cleanliness at: Bath House, Holy Market, Market. Produced by: Cooperage, Alchemist's Hut, Apothecary."},
	["incense"] = { page="Incense", 
		iconfile="Incense.png", 
		category=CAT_CONSU, cat2=C2_SERVICE, 
		sellValue=0.225, buyValue=0.375, 
		description="Used for Religion at: Holy Temple, Temple, Monastery, Clan Hall. Produced by: Smokehouse, Brick Oven, Apothecary, Druid's Hut."},
	["scrolls"] = { page="Scrolls", 
		iconfile="Scrolls.png", 
		category=CAT_CONSU, cat2=C2_SERVICE, 
		sellValue=0.18, buyValue=0.30, 
		description="Used for Education at: Holy Temple, Temple, Explorers' Lodge, Forum. Produced by: Lumber Mill, Clothier, Flawless Rain Mill, Rain Mill, Scribe."},
	["training gear"] = { page="Training Gear", 
		iconfile="TrainingGear.png", 
		category=CAT_CONSU, cat2=C2_SERVICE, 
		sellValue=0.255, buyValue=0.425, 
		description="Used for Brawling at: Tavern, Clan Hall, Explorers' Lodge. Produced by: Cooperage, Weaver, Tinkerer, Manufactory."},
	["wine"] = { page="Wine", 
		iconfile="Wine.png", 
		category=CAT_CONSU, cat2=C2_SERVICE, 
		sellValue=0.18, buyValue=0.30, 
		description="Used for Luxury at: Guild House, Holy Market, Market. Produced by: Cellar, Alchemist's Hut, Tinctury."},
		
	-- Crafting Materials/Raw Materials
	["clay"] = { page="Clay", 
		iconfile="Icon_Resource_Clay.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.18, buyValue=0.30, 
		description="Flesh of the earth. Used mostly for crafting. Obtained by: Stonecutters' Camp, Clay Pit."},
	["grain"] = { page="Grain", 
		iconfile="Grain.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.24, buyValue=0.40, 
		description="Isn't eaten raw, but can be processed. Obtained by: Hallowed Small Farm, Small Farm, Foragers' Camp, Small Foragers' Camp, Homestead."},
	["herbs"] = { page="Herbs", 
		iconfile="Herbs.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.24, buyValue=0.40, 
		description="Isn't eaten raw, but can be processed. Obtained by: Hallowed Herb Garden, Herb Garden, Herbalists' Camp, Small Herbalists' Camp, Greenhouse."},
	["leather"] = { page="Leather", 
		iconfile="Leather.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.18, buyValue=0.30, 
		description="Used for crafting. Obtained by: Ranch."},
	["pigment"] = { page="Pigment", 
		iconfile="Pigment.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.15, buyValue=0.25, 
		description="Used for crafting. Produced by: Cookhouse, Artisan, Tinctury, Manufactory."},
	["plant fiber"] = { page="Plant Fiber", 
		iconfile="PlantFiber.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.18, buyValue=0.30, 
		description="Used for crafting. Obtained by: Hallowed Small Farm, Plantation, Harvesters' Camp, Homestead."},
	["reeds"] = { page="Reeds", 
		iconfile="Reeds.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.18, buyValue=0.30, 
		description="Used for crafting. Obtained by: Harvesters' Camp, Clay Pit."},
	["resin"] = { page="Resin", 
		iconfile="Resin.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.18, buyValue=0.30, 
		description="Used for crafting. Obtained by: Forester's Hut."},
	["stone"] = { page="Stone", 
		iconfile="Stone.png", 
		category=CAT_CRAFT, cat2=C2_RAWMATS, 
		sellValue=0.18, buyValue=0.30, 
		description="Bones of the earth. Used mostly for crafting. Obtained by: Stonecutters' Camp."},
	
	-- Crafting Materials/Processed Materials
	["flour"] = { page="Flour",	
		iconfile="Flour.png", 
		category=CAT_CRAFT, cat2=C2_PROCESS, 
		sellValue=0.22, buyValue=0.38, 
		description="Used for cooking. Produced by: Flawless Rain Mill, Rain Mill, Press, Provisioner, Stamping Mill, Supplier."},
		
	-- Crafting Materials/Metal & Ore
	["copper bars"] = { page="Copper Bars", 
		iconfile="CopperBar.png", 
		category=CAT_CRAFT, cat2=C2_METALOR, 
		sellValue=0.72, buyValue=1.2, 
		description="Refined copper ore, used for crafting. Produced by: Grill, Furnace, Stamping Mill, Smelter."},
	["copper ore"] = { page="Copper Ore", 
		iconfile="CopperOre.png", 
		category=CAT_CRAFT, cat2=C2_METALOR, 
		sellValue=0.18, buyValue=0.30, 
		description="A soft and malleable metal. Obtained by: Mine."},
	["crystalized dew"] = { page="Crystalized Dew", 
		iconfile="CrystalizedDew.png", 
		category=CAT_CRAFT, cat2=C2_METALOR, 
		sellValue=0.72, buyValue=1.20, 
		description="Crystalized rain essence. Produced by: Forester's Hut, Brickyard, Smelter, Alchemist's Hut."},
		
	-- Crafting Materials/Vessels
	["barrels"] = { page="Barrels", 
		iconfile="Icon_Resource_Barrels.png", 
		category=CAT_CRAFT, cat2=C2_VESSELS, 
		sellValue=0.24, buyValue=0.40, 
		description="Used for crafting. Produced by: Cooperage, Provisioner, Toolshop, Artisan."},
	["pottery"] = { page="Pottery", 
		iconfile="Pottery.png", 
		category=CAT_CRAFT, cat2=C2_VESSELS, 
		sellValue=0.225, buyValue=0.375, 
		description="Used for crafting. Produced by: Bakery, Smokehouse, Brickyard, Stamping Mill."},
	["waterskins"] = { page="Waterskins", 
		iconfile="Waterskins.png", 
		category=CAT_CRAFT, cat2=C2_VESSELS, 
		sellValue=0.225, buyValue=0.375, 
		description="Used for crafting. Produced by: Clothier, Leatherworker, Toolshop, Supplier."},
		
	-- Trade Goods/Valuable Items
	["amber"] = { page="Amber", 
		iconfile="Icon_Resource_Amber.png", 
		category=CAT_TRADE, cat2=C2_VALUABL, 
		sellValue=1.20, buyValue=1.50, 
		description="A widely accepted currency in the kingdom. Crystalized tree blood... fitting."},
	["ancient tablet"] = { page="Ancient Tablet", 
		iconfile="Icon_Resource_AncientTablet.png", 
		category=CAT_TRADE, cat2=C2_VALUABL, 
		sellValue=9.60, buyValue=16.0, 
		description="Valuable sources of knowledge, highly sought after by traders and the Queen herself. They can be found in Dangerous  or Forbidden Glades."},
		
	-- Trade Goods/Packs of Goods
	["pack of building materials"] = { page="Pack of Building Materials", 
		iconfile="Icon_Resource_BuildingMaterials.png", 
		category=CAT_TRADE, cat2=C2_PACKSGO, 
		sellValue=1.05, buyValue=1.60, 
		description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Makeshift Post, Flawless Rain Mill, Rain Mill, Tinkerer."},
	["pack of crops"] = { page="Pack of Crops", 
		iconfile="Crops.png", 
		category=CAT_TRADE, cat2=C2_PACKSGO, 
		sellValue=0.71, buyValue=1.10, 
		description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Makeshift Post, Granary, Brewery, Flawless Brewery."},
	["pack of luxury goods"] = { page="Pack of Luxury Goods", 
		iconfile="Luxury.png", 
		category=CAT_TRADE, cat2=C2_PACKSGO, 
		sellValue=0.78, buyValue=1.20, 
		description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Carpenter, Leatherworker, Press."},
	["pack of provisions"] = { page="Pack of Provisions", 
		iconfile="Provisions.png", 
		category=CAT_TRADE, cat2=C2_PACKSGO, 
		sellValue=0.48, buyValue=0.80, 
		description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Makeshift Post, Provisioner, Manufactory."},
	["pack of trade goods"] = { page="Pack of Trade Goods", 
		iconfile="TradeGoods.png", 
		category=CAT_TRADE, cat2=C2_PACKSGO, 
		sellValue=0.96, buyValue=1.60, 
		description="Goods packed for delivery, used for fulfilling orders or trading. Produced by: Lumber Mill, Weaver, Smithy."},
		
	-- Meta resources
	["artifacts"] = { page="Artifacts", 
		iconfile="Icon MetaResource Artifact.png", 
		category=CAT_TRADE, cat2=C2_METARES, 
		sellValue=0.60, buyValue=0.90, 
		description="Curiosities of a varied nature. Fascinating, sinister, and all in between. Can be used to buy more advanced upgrades in the Smoldering City."},
	["food stockpiles"] = { page="Food Stockpiles", 
		iconfile="Icon MetaResource FoodStockpiles.png", 
		category=CAT_TRADE, cat2=C2_METARES, 
		sellValue=0.30, buyValue=0.45, 
		description="A basic currency in the realm. Workers are eager to exchange their labor for food for their families. Can be used to buy upgrades in the Smoldering City."},
	["machinery"] = { page="Machinery", 
		iconfile="Icon MetaResource Machinery.png", 
		category=CAT_TRADE, cat2=C2_METARES, 
		sellValue=0.60, buyValue=0.90, 
		description="Rainpunk technology ripped from the past. Repurposed using skill and labor. Can be used to buy upgrades in the Smoldering City."},
	
	-- Fuel & Exploration/Fuel
	["coal"] = { page="Coal", 
		iconfile="Icon_Resource_Coal.png", 
		category=CAT_FUEXP, cat2=C2_FUELSAC, 
		burnable=true, burnTime=60, sacrificedRate=18, 
		sellValue=0.375, buyValue=0.625, 
		description="Efficient fuel. Obtained by: Mine, Brick Oven, Kiln."},
	["oil"] = { page="Oil", 
		iconfile="Oil.png", 
		category=CAT_FUEXP, cat2=C2_FUELSAC, 
		burnable=true, burnTime=30, sacrifiedRate=15, 
		sellValue=0.195, buyValue=0.325, 
		description="Efficient fuel. Obtained by: Butcher, Press, Druid's Hut."},
	["sea marrow"] = { page="Sea Marrow", 
		iconfile="SeaMarrow.png", 
		category=CAT_FUEXP, cat2=C2_FUELSAC, 
		burnable=true, burnTime=60, sacrifiedRate=18, 
		sellValue=0.375, buyValue=0.625, 
		description="Efficient fuel. Obtained by: Stonecutters' Camp."},
	["wood"] = { page="Wood", 
		iconfile="Wood.png", 
		category=CAT_FUEXP, cat2=C2_FUELSAC, 
		burnable=true, burnTime=15, sacrifiedRate=30, 
		sellValue=0.075, buyValue=0.125, 
		description="An abundant, yet crucial resource. Obtained by: Woodcutters' Camp."},
	
	-- Fuel & Exploration/Tools
	["simple tools"] = { page="Simple Tools", 
		iconfile="SimpleTools.png", 
		category=CAT_FUEXP, cat2=C2_EXPTOOL, 
		sellValue=1.665, buyValue=2.775, 
		description="Used in exploration, for opening caches and completing difficult events. Produced by: Carpenter, Smithy, Toolshop, Tinkerer, Scribe."},
	["infused tools"] = { page="Infused Tools", 
		iconfile="InfusedTools.png", 
		category=CAT_FUEXP, cat2=C2_EXPTOOL, 
		sellValue=2.115, buyValue=3.525, 
		description="Used in exploration, for opening caches and completing difficult events. Produced by: Finesmith, Rainpunk Foundry."},
	
	-- Rainwater
	["clearance water"] = { page="Clearance Water", 
		iconfile="Yellow_30.png", 
		category=CAT_RAINS, cat2=C2_RAINWAT, 
		description="Highly concentrated yellow clearance rainwater. Used to power Rain Engines in crafting-oriented buildings."},
	["drizzle water"] = { page="Drizzle Water", 
		iconfile="Green_11.png", 
		category=CAT_RAINS, cat2=C2_RAINWAT, 
		description="Highly concentrated green drizzle rainwater. Used to power Rain Engines in food-oriented buildings."},
	["storm water"] = { page="Storm Water", 
		iconfile="Blue_14.png", 
		category=CAT_RAINS, cat2=C2_RAINWAT, 
		description="Highly concentrated blue storm rainwater. Used to power Rain Engines in industry-oriented buildings."},
	
	-- Blight Fuel
	["purging fire"] = { page="Purging Fire", 
		iconfile="PurgingFire.png", 
		category=CAT_BLIGH, cat2=C2_PURGING, 
		sellValue=0.375, buyValue=0.625, 
		description="A unique resource used by Blight Fighters to burn down Blightrot Cysts. Produced by: Blight Post."}
}



-------------------------------------------------------------------------------
-- Main lookup functions
-- Accepts the in-game name and returns the name of the page on the wiki
-- associated with that in-game item, resource, building, etc.
--
-- Some associated lookup functions are necessary to hide the inner table
-- names from outside functions. For example, getIconFilename so that we can
-- change the name of .iconfile without breaking other modules.
-------------------------------------------------------------------------------



-- returns the whole data table for the specified key
-- need to run normalize function first
function ResourceData.getData(strArg)

	-- normalize input
    local strArg = Utility.normalizeResourceName(strArg)
	
	-- Get it from the big table below and return it.
    return RESOURCE_DATA[strArg]
end



-- simpler version if all that's needed is the iconfile.
-- error handling by the calling module is required.
function ResourceData.getIconFilename(strArg)

	local data = getData(strArg)
	
	-- if this particular data block doesn't have a iconfile, this will return nil
	-- therefore, error handling will be necessary
	return data.iconfile or nil
end
-- and if the table is provided instead of the name to lookup
function ResourceData.getIconFilenameFromData(RESOURCE_DATA)

	-- if this particular data block doesn't have a iconfile, this will return nil
	-- therefore, error handling will be necessary
	return RESOURCE_DATA.iconfile or nil
end



-- simpler version if all that's needed is the page name.
-- error handling by the calling module is required.
function ResourceData.getPagename(strArg)

	local data = getData(strArg)
	
	-- if this particular data block doesn't have a page name, this will return nil
	-- therefore, error handling will be necessary
	return data.page or nil
end
-- and if the table is provided instead of the name to lookup
function ResourceData.getPagenameFromData(RESOURCE_DATA)

	-- if this particular data block doesn't have a page name, this will return nil
	-- therefore, error handling will be necessary
	return RESOURCE_DATA.page or nil
end



-- simpler version if all that's needed is the description.
-- error handling by the calling module is required.
function ResourceData.getDescription(strArg)

	local data = getData(strArg)
	
	-- if this particular data block doesn't have a description, this will return nil
	-- therefore, error handling will be necessary
	return data.description or nil
end
-- and if the table is provided instead of the name to lookup
function ResourceData.getDescriptionFromData(RESOURCE_DATA)

	-- if this particular data block doesn't have a description, this will return nil
	-- therefore, error handling will be necessary
	return RESOURCE_DATA.description or nil
end



-------------------------------------------------------------------------------
-- Return when required into another Module.
-------------------------------------------------------------------------------
return ResourceData