Module:WorkshopsData
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Documentation for this module may be created at Module:WorkshopsData/doc
--- --- Module for compiling workshops (or production buildings as they are called --- in-game) 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 = WorkshopsData.getWorkshopIcon(workshopName) --- --- This will return a string corresponding to the filename of the icon of the --- workshop, including the .png extension. It is preferable to call getter --- methods with the name of the workshop rather than retrieving the entire --- record for the workshop, so that your code stays protected from variations --- in this module. The getter methods are all called with the plain-language --- name of the workshop, as spelled in the game. --- --- * longDescription = WorkshopsData.getWorkshopDescription(workshopName) --- * constructionCategory = WorkshopsData.getWorkshopCategory(workshopName) --- * sizeX, sizeY = WorkshopsData.getWorkshopSize(workshopName) --- * requiredGoodsTable = WorkshopsData.getWorkshopRequiredGoods(workshopName) --- * timeSeconds = WorkshopsData.getWorkshopConstructionTime(workshopName) --- * cityScore = WorkshopsData.getWorkshopCityScore(workshopName) --- * isMovable = WorkshopsData.isWorkshopMovable(workshopName) --- * isInitiallyEssential = WorkshopsData.isWorkshopInitiallyEssential(workshopName) --- * storageCap = WorkshopsData.getWorkshopStorage(workshopName) --- * workplacesTable = WorkshopsData.getWorkshopWorkplaces(workshopName) --- * recipesTable = WorkshopsData.getWorkshopRecipes(workshopName) --- * iconFilename = WorkshopsData.getWorkshopIcon(workshopName) --- --- And the following getter methods are all called with the workshop's ID. --- You will have an ID instead of a display name when dealing with other game --- data like, recipes, goods, etc. --- --- * name = WorkshopsData.getWorkshopNameByID(workshopID) --- * iconFilename = WorkshopsData.getWorkshopIconByID(workshopID) --- --- As a last resort, or if you need to transform the data structure, you can --- call the method getAllDataForWorkshop(displayName) or --- getAllDataForWorkshopByID(workshopID). This returns a whole record from the --- data table corresponding to the requested display name. --- --- The data table for workshops has the following structure: --- --- workshopsTable = { --- ["workshop1_ID"] = { --- ["id"] = "workshop1_ID", --- ["displayName"] = "Plain Language Name", --- ["description"] = "A long string with some HTML entities too.", --- ["category"] = "Construction toolbar category", --- ["sizeX"] = 9, size in tiles --- ["sizeY"] = 9, size in tiles --- ["requiredGoods"] = { --- [1] = { ["stackSize"] = 99, ["goodID"] = "good1_ID" }, --- [2] = { ["stackSize"] = 99, ["goodID"] = "good2_ID" }, --- [3] = { ... } or missing if fewer --- }, --- ["constructionTime"] = 99, number of seconds --- ["cityScore"] = 99, points? --- ["movable"] = true or false, if it can be moved at any cost --- ["initiallyEssential"] = true or false, if a new-game-starting blueprint --- ["storage"] = 99, capacity --- ["workplaces"] = { --- [1] = "Any", --- [2] = "Any", --- [3] = "Any", --- [4] = ... representing the number of workplaces, or missing if fewer --- }, --- ["recipes"] = { --- [1] = "recipe1_ID", --- [2] = "recipe2_ID", --- [3] = "recipe3_ID", --- [4] = ... or missing if fewer --- } --- }, --- ["workshop2_ID"] = { --- ... --- }, --- ["workshop3_ID"] = { --- ... --- }, --- ... --- } --- --- @module WorkshopsData local WorkshopsData = {} local CsvUtils = require("Module:CsvUtils") --region Private member variables --- Main data table, like this: table[ID] = table containing data for that ID local workshopsTable --- Lookup map. Built once and reused on all subsequent calls within this --- session, like this: table[displayName] = workshopID local mapNamesToIDs --endregion --region Private constants local DATA_TEMPLATE_NAME = "Template:Workshops_csv" local INDEX_ID = "id" local INDEX_NAME = "displayName" local INDEX_DESCRIPTION = "description" local INDEX_CATEGORY = "category" local INDEX_SIZE_X = "sizeX" local INDEX_SIZE_Y = "sizeY" local INDEX_CITY_SCORE = "cityScore" local INDEX_MOVABLE = "movable" local INDEX_ESSENTIAL = "initiallyEssential" local INDEX_STORAGE_CAP = "storage" local INDEX_CONSTRUCTION_TIME = "constructionTime" local INDEX_REQUIRED_GOODS = "requiredGoods" local INDEX_WORKPLACES = "workplaces" local INDEX_RECIPES = "recipes" local INDEX_CONSTRUCTION_GOODS_STACK_SIZE = "stackSize" local INDEX_CONSTRUCTION_GOODS_GOOD_ID = "goodID" local PATTERN_SPLIT_STACK_AND_ID = "(%d+)%s([%[%]%s%a]+)" --endregion --region Private methods --- --- Creates a new subtable containing the construction goods required for the --- specified workshop. --- --- @param originalWorkshop table workshop data record from which to make subtable --- @param workshopsHeaderLookup table header lookup built from the CSV data --- @return table subtable with the required construction goods local function makeRequiredGoodsSubtable(originalWorkshop, workshopsHeaderLookup) -- A constant we'll need only within this function. local REQ_GOOD_HEADER_BASE_STRING = "requiredGood" -- Copy the originals directly into a subtable. local requiredIndex1 = workshopsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "1"] local requiredIndex2 = workshopsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "2"] local requiredIndex3 = workshopsHeaderLookup[REQ_GOOD_HEADER_BASE_STRING .. "3"] local number1, id1 = originalWorkshop[requiredIndex1]:match(PATTERN_SPLIT_STACK_AND_ID) local number2, id2 = originalWorkshop[requiredIndex2]:match(PATTERN_SPLIT_STACK_AND_ID) local number3, id3 = originalWorkshop[requiredIndex3]:match(PATTERN_SPLIT_STACK_AND_ID) -- don't add subtables that would just contain nils local requiredGoods = { number1 and id1 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = number1, [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id1 } or nil, number2 and id2 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = number2, [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id2 } or nil, number3 and id3 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = number3, [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id3 } or nil } return requiredGoods end --- --- Creates a new subtable containing the workplaces available in the specified --- workshop. --- --- @param originalWorkshop table workshop data record from which to make subtable --- @param workshopsHeaderLookup table header lookup built from the CSV data --- @return table subtable with the workplaces local function makeWorkplacesSubtable(originalWorkshop, workshopsHeaderLookup) -- A constant we'll need only within this function. local WORKPLACE_HEADER_BASE_STRING = "workplace" -- Copy the originals directly into a subtable. local workplaceIndex1 = workshopsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "1"] local workplaceIndex2 = workshopsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "2"] local workplaceIndex3 = workshopsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "3"] local workplaceIndex4 = workshopsHeaderLookup[WORKPLACE_HEADER_BASE_STRING .. "4"] local workplace1 = originalWorkshop[workplaceIndex1] local workplace2 = originalWorkshop[workplaceIndex2] local workplace3 = originalWorkshop[workplaceIndex3] local workplace4 = originalWorkshop[workplaceIndex4] -- if it's not an empty string, then save that to the table, otherwise nil local workplaces = { (workplace1 ~= "" and workplace1) or nil, (workplace2 ~= "" and workplace2) or nil, (workplace3 ~= "" and workplace3) or nil, (workplace4 ~= "" and workplace4) or nil } return workplaces end --- --- Creates a new subtable containing the recipes available in the specified --- workshop. --- --- @param originalWorkshop table workshop data record from which to make subtable --- @param workshopsHeaderLookup table header lookup built from the CSV data --- @return table subtable with the recipe IDs local function makeRecipesSubtable(originalWorkshop, workshopsHeaderLookup) -- A constant we'll need only within this function. local LOOKUP_RECIPE_BASE_STRING = "recipe" -- Copy the originals directly into a subtable. local recipeIndex1 = workshopsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. "1"] local recipeIndex2 = workshopsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. "2"] local recipeIndex3 = workshopsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. "3"] local recipeIndex4 = workshopsHeaderLookup[LOOKUP_RECIPE_BASE_STRING .. "4"] local recipe1 = originalWorkshop[recipeIndex1] local recipe2 = originalWorkshop[recipeIndex2] local recipe3 = originalWorkshop[recipeIndex3] local recipe4 = originalWorkshop[recipeIndex4] local recipes = { (recipe1 ~= "" and recipe1) or nil, (recipe2 ~= "" and recipe2) or nil, (recipe3 ~= "" and recipe3) or nil, (recipe4 ~= "" and recipe4) or nil } return recipes end --- --- Transforms the originalWorkshopTable returned from CSV processing to be --- more conducive to member functions looking up data. Converts text strings --- into subtables. Converts header row into field keys on every record and --- stores records by id rather than arbitrary integer. --- --- @param originalWorkshopsTable table of CSV-based data, with header row, data rows --- @param workshopsHeaderLookup table lookup table of headers to get indexes --- @return table better structured with IDs as keys local function restructureWorkshopsTable(originalWorkshopsTable, workshopsHeaderLookup) -- A few constants we'll need only within this function. local DATA_ROWS = 2 local INDEX_ORIGINAL_ID = 1 local INDEX_ORIGINAL_NAME = 2 local INDEX_ORIGINAL_DESCRIPTION = 3 local INDEX_ORIGINAL_CATEGORY = 4 local INDEX_ORIGINAL_SIZE_X = 5 local INDEX_ORIGINAL_SIZE_Y = 6 -- Required goods are indexes 7, 8, 9 local INDEX_ORIGINAL_CONSTRUCTION_TIME = 10 local INDEX_ORIGINAL_CITY_SCORE = 11 local INDEX_ORIGINAL_MOVABLE = 12 local INDEX_ORIGINAL_ESSENTIAL = 13 local INDEX_ORIGINAL_STORAGE_CAP = 14 mapNamesToIDs = {} local newWorkshopTable = {} for _, originalWorkshop in ipairs (originalWorkshopsTable[DATA_ROWS]) do -- Copy over the content, mapping unhelpful indexes into headers keys. local newWorkshop = {} newWorkshop[INDEX_ID] = originalWorkshop[INDEX_ORIGINAL_ID] newWorkshop[INDEX_NAME] = originalWorkshop[INDEX_ORIGINAL_NAME] newWorkshop[INDEX_DESCRIPTION] = originalWorkshop[INDEX_ORIGINAL_DESCRIPTION] newWorkshop[INDEX_CATEGORY] = originalWorkshop[INDEX_ORIGINAL_CATEGORY] newWorkshop[INDEX_SIZE_X] = originalWorkshop[INDEX_ORIGINAL_SIZE_X] newWorkshop[INDEX_SIZE_Y] = originalWorkshop[INDEX_ORIGINAL_SIZE_Y] newWorkshop[INDEX_CITY_SCORE] = originalWorkshop[INDEX_ORIGINAL_CITY_SCORE] newWorkshop[INDEX_MOVABLE] = originalWorkshop[INDEX_ORIGINAL_MOVABLE] == "TRUE" newWorkshop[INDEX_ESSENTIAL] = originalWorkshop[INDEX_ORIGINAL_ESSENTIAL] == "TRUE" newWorkshop[INDEX_STORAGE_CAP] = originalWorkshop[INDEX_ORIGINAL_STORAGE_CAP] newWorkshop[INDEX_CONSTRUCTION_TIME] = originalWorkshop[INDEX_ORIGINAL_CONSTRUCTION_TIME] newWorkshop[INDEX_REQUIRED_GOODS] = makeRequiredGoodsSubtable(originalWorkshop, workshopsHeaderLookup) newWorkshop[INDEX_WORKPLACES] = makeWorkplacesSubtable(originalWorkshop, workshopsHeaderLookup) newWorkshop[INDEX_RECIPES] = makeRecipesSubtable(originalWorkshop, workshopsHeaderLookup) newWorkshopTable[ newWorkshop[INDEX_ID] ] = newWorkshop -- Also populate the map for looking up IDs with display names mapNamesToIDs[newWorkshop[INDEX_NAME]] = newWorkshop[INDEX_ID] end return newWorkshopTable end --- --- Data loader function that uses the utility module and restructures the data --- to be easier to access for invoking methods and later method calls. This --- method is automatically called by all public member functions if the main --- data table has not yet been populated in the current session. local function loadData() -- Utility module retrieves the data as basic, flat lua tables. local originalWorkshopsTable, workshopsHeaderLookup = CsvUtils.extractTables(DATA_TEMPLATE_NAME) -- Now restructure to be more conducive. workshopsTable = restructureWorkshopsTable(originalWorkshopsTable, workshopsHeaderLookup) end --- --- Uses the display name, which people are more familiar with, to find the --- encoded ID of the workshop. Useful for retrieving the workshop data that is --- indexed by ID. --- --- Returns nil if the workshop with the specified name is not found. --- --- @param displayName string plain-language name of the workshop to find --- @return string ID of the workshop found, or nil if not found local function findWorkshopIDByName(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 workshop's name: " .. displayName .. ".") end if not workshopsTable then loadData() end return mapNamesToIDs[displayName] end --endregion --region Public methods --- --- Retrieve the whole table of data for the specified workshop. 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 workshop cannot be found. --- --- @param workshopID string ID of the workshop --- @return table containing the data for the specified workshop with key-value pairs, or nil if not found function WorkshopsData.getAllDataForWorkshopByID(workshopID) -- At runtime, this should never be nil or empty. if not workshopID or workshopID == "" then error("Parameter is nil or empty for the workshop's ID.") end if not workshopsTable then loadData() end return workshopsTable[workshopID] end --- --- Retrieve the whole table of data for the specified workshop. 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 workshop cannot be found. --- --- @param displayName string plain language name of the workshop --- @return table containing the data for the specified workshop with key-value pairs, or nil if not found function WorkshopsData.getAllDataForWorkshop(displayName) -- At runtime, this should never be nil or empty. if not displayName or displayName == "" then error("Parameter is nil or empty for the workshop's name.") end if not workshopsTable then loadData() end local workshopID = findWorkshopIDByName(displayName) if not workshopID then return nil end return workshopsTable[workshopID] end --- --- Retrieves the ID for the workshop specified by its plain language --- display name. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return string the ID of the specified workshop function WorkshopsData.getWorkshopID(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_ID] end --- --- Retrieves the description for the workshop specified by its plain language --- display name. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return string the in-game description of the specified workshop function WorkshopsData.getWorkshopDescription(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_DESCRIPTION] end --- --- Retrieves the construction toolbar category for the workshop specified by --- its plain language display name. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return string the category function WorkshopsData.getWorkshopCategory(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_CATEGORY] end --- --- Retrieves the 2x2 size for the workshop specified by its plain language --- display name, in two return values. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return number the X-size of the workshop ---@return number the Y-size of the workshop function WorkshopsData.getWorkshopSize(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_SIZE_X], workshop[INDEX_SIZE_Y] end --- --- Retrieves the goods required for construction for the workshop specified by --- its plain language display name, in a table that looks like this: --- --- ["requiredGoods"] = { --- [1] = { ["stackSize"] = 99, ["goodID"] = "good1_ID" }, --- [2] = { ["stackSize"] = 99, ["goodID"] = "good2_ID" }, --- [3] = { ... } or missing if fewer --- } --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return table of required goods function WorkshopsData.getWorkshopRequiredGoods(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_REQUIRED_GOODS] end --- --- Retrieves the construction time for the workshop specified by its plain --- language display name. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return number of seconds it takes to construct the workshop function WorkshopsData.getWorkshopConstructionTime(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_CONSTRUCTION_TIME] end --- --- Retrieves the city score awarded for the workshop specified by its plain --- language display name. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return number of points for city score from having the workshop function WorkshopsData.getWorkshopCityScore(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_CITY_SCORE] end --- --- Retrieves whether the workshop specified by its plain language display --- name can be moved, at any cost. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return boolean of whether workshop can be moved function WorkshopsData.isWorkshopMovable(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_MOVABLE] end --- --- Retrieves whether the workshop specified by its plain language display --- name has an essential starting blueprint, and for a new game profile. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return boolean of whether workshop's blueprint is essential. function WorkshopsData.isWorkshopInitiallyEssential(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_ESSENTIAL] end --- --- Retrieves the storage capacity of the workshop specified by its plain --- language display name. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return number representing the storage capacity of the workshop function WorkshopsData.getWorkshopStorage(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_STORAGE_CAP] end --- --- Retrieves the workplaces at the workshop specified by its plain language --- display name, in a table that looks like this: --- --- ["workplaces"] = { --- [1] = "Any", --- [2] = "Any", --- [3] = "Any", --- [4] = ... or missing if fewer --- } --- --- The number of workplaces can easily be found with #workplaces. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return table of workplaces function WorkshopsData.getWorkshopWorkplaces(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_WORKPLACES] end --- --- Retrieves the recipes possible at the workshop specified by its plain --- language display name, in a table that looks like this: --- --- ["recipes"] = { --- [1] = "recipe1_ID", --- [2] = "recipe2_ID", --- [3] = "recipe3_ID", --- [4] = ... or missing if fewer --- } --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return table of recipe IDs function WorkshopsData.getWorkshopRecipes(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end return workshop[INDEX_RECIPES] end --- --- Retrieves the icon filename for the workshop specified by its plain --- language display name. --- --- Returns nil if the workshop named was not found. --- ---@param displayName string the plain language name of the workshop ---@return string the workshop's icon filename, including the extension function WorkshopsData.getWorkshopIcon(displayName) local workshop = WorkshopsData.getAllDataForWorkshop(displayName) if not workshop then return nil end -- the base string of the icon is the ID. It has to be not nil to -- concatenate if workshop[INDEX_ID] then return workshop[INDEX_ID] .. "_icon.png" else return nil end end --- --- Retrieves the plain language display name for the workshop specified by its --- ID. --- --- Returns nil if the workshop named was not found. --- ---@param workshopID string the ID of the workshop ---@return string the workshop's name as seen in-game function WorkshopsData.getWorkshopNameByID(workshopID) -- Rather than getting it directly from workshopsTable here, get it via -- this other method that has additional error checking. local workshop = WorkshopsData.getAllDataForWorkshopByID(workshopID) if not workshop then return nil end return workshop[INDEX_NAME] end --- --- Retrieves the icon filename for the workshop specified by its ID. --- --- Returns nil if the workshop named was not found. --- ---@param workshopID string the ID of the workshop ---@return string the workshop's icon filename, including the extension function WorkshopsData.getWorkshopIconByID(workshopID) -- Rather than getting it directly from workshopsTable here, get it via -- this other method that has additional error checking. local workshop = WorkshopsData.getAllDataForWorkshopByID(workshopID) if not workshop then return nil end -- the base string of the icon is the ID. It has to be not nil to -- concatenate if workshop[INDEX_ID] then return workshop[INDEX_ID] .. "_icon.png" else return nil end end --endregion return WorkshopsData