(A title is required) |
(Forgot the table, LOL. Wish I had a better way to test this myself, but I'm doing it live.) |
||
Line 89: | Line 89: | ||
table.insert(result, frame:expandTemplate{title='ProductionChain', args=data}) | table.insert(result, frame:expandTemplate{title='ProductionChain', args=data}) | ||
end | end | ||
prefix = table.insert(frame:expandTemplate{title='ProductionChainTable/head', args={}}) | prefix = table.insert(result, frame:expandTemplate{title='ProductionChainTable/head', args={}}) | ||
return string.format('%s\n%s\n|}', prefix, table.concat(result, '|-')) | return string.format('%s\n%s\n|}', prefix, table.concat(result, '|-')) | ||
end | end |
Revision as of 23:38, 26 April 2024
Source data for this module is stored at Module:GameData/protosets.json
Exported Functions
Each function in this module is exported twice: one as-is for use in templates, and once with a Direct suffix for use directly on pages using {{#invoke|GameData|functionDirect|...}}.
recipesMaking
Arguments: Item Name
Print recipes making an item, given by name. This produces a full table with headers.
Example invocation:
{{#invoke:GameData|recipesMakingDirect|Sulfuric Acid}}
Lua error at line 92: bad argument #2 to 'format' (string expected, got nil).
recipesUsing
Arguments: Item Name
Print recipes using an item as an ingredient. Output is separated into two full tables: recipes which create components, and recipes which create buildings. This is selected by the CanBuild property of the produced items.
Example invocation:
{{#invoke:GameData|recipesUsingDirect|Copper Ingot}}
Lua error at line 92: bad argument #2 to 'format' (string expected, got nil).
itemRecipes
Arguments: Item Name
Print recipes making an item. This does not produce a full table, and is intended for use in ItemInfo boxes such as at Graphene/ItemInfo.
itemField
Arguments: Item Name, Field Name
Print a field from an item, with the field to print as an argument. You can look at Module:GameData/protosets.json and scroll down or search (Ctrl+F) to the ItemProtoSet to browse fields.
Example invocation:
{{#invoke:GameData|itemFieldDirect|Magnetic Coil|Description}}
Script error: The function "itemFieldDirect" does not exist.
{{#invoke:GameData|itemFieldDirect|Hydrogen|StackSize}}
Script error: The function "itemFieldDirect" does not exist.
local funcs = {} local protosets = mw.loadJsonData('Module:GameData/protosets.json') local machines = { Smelt='Smelter', Assemble='Assembling Machine', Refine='Oil Refinery', Chemical='Chemical Plant', Exchange='Energy Exchanger', Particle='Miniature Particle Collider', PhotonStore='Ray Receiver', Fractionate='Fractionator', Resarch='Matrix Lab', } function funcs.recipesMaking(frame) name = frame:getParent().args[1] item = itemByName(name) recipes = recipesMakingByID(item.ID) return tableRecipes(recipes, frame) end function funcs.recipesMakingDirect(frame) name = frame.args[1] item = itemByName(name) recipes = recipesMakingByID(item.ID) return tableRecipes(recipes, frame) end function funcs.recipesUsing(frame) output = {} name = frame:getParent().args[1] item = itemByName(name) components, buildings = recipesUsingByID(item.ID) if next(components) then table.insert(output, '=== Components ===') table.insert(output, tableRecipes(components, frame)) end if next(buildings) then table.insert(output, '=== Buildings ===') table.insert(output, tableRecipes(buildings, frame)) end return table.concat(output, '\n') end function funcs.recipesUsingDirect(frame) output = {} name = frame.args[1] item = itemByName(name) components, buildings = recipesUsingByID(item.ID) if next(components) then table.insert(output, '=== Components ===') table.insert(output, tableRecipes(components, frame)) end if next(buildings) then table.insert(output, '=== Buildings ===') table.insert(output, tableRecipes(buildings, frame)) end return table.concat(output, '\n') end function tableRecipes(recipes, frame) result = {} for _, recipe in pairs(recipes) do itemdata = {} itemdata.CraftTime = string.format('%s s', tostring(recipe.TimeSpend/60)) for i, itemid in ipairs(recipe.Results) do itemdata[string.format('Out%d', i)] = itemByID(itemid).Name itemdata[string.format('Out%dQty', i)] = tostring(recipe.ResultCounts[i]) end for i, itemid in ipairs(recipe.Items) do itemdata[string.format('In%d', i)] = itemByID(itemid).Name itemdata[string.format('In%dQty', i)] = tostring(recipe.ResultCounts[i]) end data = { Building = machines[recipe.Type], Recipe = frame:expandTemplate{title='ItemRecipe', args=itemdata}, } if data.Handcraft then data.Replicator = 'Yes' else data.Replicator = 'No' end tech = technologyForRecipeID(recipe.ID) if tech ~= nil then data.Technology = tech.Name else data.Technology = '' end table.insert(result, frame:expandTemplate{title='ProductionChain', args=data}) end prefix = table.insert(result, frame:expandTemplate{title='ProductionChainTable/head', args={}}) return string.format('%s\n%s\n|}', prefix, table.concat(result, '|-')) end function itemByName(name) for _, item in pairs(protosets.ItemProtoSet.dataArray) do if item.Name == name then return item end end error('No item named ' .. name) end function itemByID(id) for _, item in pairs(protosets.ItemProtoSet.dataArray) do if item.ID == id then return item end end error('No item with ID ' .. id) end function recipesMakingByID(id) result = {} for _, recipe in pairs(protosets.RecipeProtoSet.dataArray) do for _, itemid in pairs(recipe.Results) do if itemid == id then table.insert(result, recipe) break end end end return result end function recipesUsingByID(id) components = {} buildings = {} for _, recipe in pairs(protosets.RecipeProtoSet.dataArray) do for _, itemid in pairs(recipe.Items) do if itemid == id then if itemByID(recipe.Results[1]).CanBuild then table.insert(buildings, recipe) else table.insert(components, recipe) end break end end end return components, buildings end function technologyForRecipeID(id) for _, tech in pairs(protosets.TechProtoSet.dataArray) do for _, recipeid in pairs(tech.UnlockRecipes) do if recipeid == id then return tech end end end return nil end return funcs