Module:VehicleHardpoint
Jump to navigation
Jump to search
Documentation for this module may be created at Module:VehicleHardpoint/doc
require( 'strict' )
local VehicleHardpoint = {}
local metatable = {}
local methodtable = {}
metatable.__index = methodtable
local i18n = require( 'Module:i18n' ):new()
local TNT = require( 'Module:Translate' ):new()
local common = require( 'Module:Common' ) -- formatNum and spairs
local hatnote = require( 'Module:Hatnote' )._hatnote
local data = mw.loadJsonData( 'Module:VehicleHardpoint/data.json' )
local config = mw.loadJsonData( 'Module:VehicleHardpoint/config.json' )
--- Wrapper function for Module:i18n.translate
---
--- @param key string The translation key
--- @return string If the key was not found, the key is returned
local function t( key )
return i18n:translate( key )
end
--- Calls TNT with the given key
---
--- @param key string The translation key
--- @param addSuffix boolean|nil Adds a language suffix if config.smw_multilingual_text is true
--- @return string If the key was not found in the .tab page, the key is returned
local function translate( key, addSuffix, ... )
return TNT:translate( 'Module:VehicleHardpoint/i18n.json', config, key, addSuffix, {...} ) or key
end
--- Checks if an entry contains a 'child' key with further entries
---
--- @return boolean
local function hasChildren( row )
return row.children ~= nil and type( row.children ) == 'table' and #row.children > 0
end
--- Creates the object that is used to query the SMW store
---
--- @param page string the vehicle page containing data
--- @return table
local function makeSmwQueryObject( page )
local langSuffix = ''
if config.smw_multilingual_text == true then
langSuffix = '+lang=' .. ( config.module_lang or mw.getContentLanguage():getCode() )
end
return {
mw.ustring.format(
'[[-Has subobject::' .. page .. ']][[%s::+]][[%s::+]]',
t( 'SMW_HardpointType' ),
t( 'SMW_VehicleHardpointsTemplateGroup' )
),
mw.ustring.format( '?%s#-=from_gamedata', t( 'SMW_FromGameData' ) ),
mw.ustring.format( '?%s#-=count', t( 'SMW_ItemQuantity' ) ),
mw.ustring.format( '?%s#-=min_size', t( 'SMW_HardpointMinimumSize' ) ),
mw.ustring.format( '?%s#-=max_size', t( 'SMW_HardpointMaximumSize' ) ),
mw.ustring.format( '?%s#-=class', t( 'SMW_VehicleHardpointsTemplateGroup' ) ), langSuffix,
mw.ustring.format( '?%s#-=type', t( 'SMW_HardpointType' ) ), langSuffix,
mw.ustring.format( '?%s#-=sub_type', t( 'SMW_HardpointSubtype' ) ), langSuffix,
mw.ustring.format( '?%s#-=name', t( 'SMW_Name' ) ),
mw.ustring.format( '?%s#-n=scu', t( 'SMW_Inventory' ) ),
mw.ustring.format( '?UUID#-=uuid' ),
mw.ustring.format( '?%s#-=hardpoint', t( 'SMW_Hardpoint' ) ) ,
mw.ustring.format( '?%s#-=class_name', t( 'SMW_HardpointClassName' ) ) ,
mw.ustring.format( '?%s#-=magazine_capacity', t( 'SMW_MagazineCapacity' ) ),
mw.ustring.format( '?%s=thrust_capacity', t( 'SMW_ThrustCapacity' ) ),
mw.ustring.format( '?%s=damage', t( 'SMW_Damage' ) ),
mw.ustring.format( '?%s=damage_radius', t( 'SMW_DamageRadius' ) ),
mw.ustring.format( '?%s=fuel_capacity', t( 'SMW_FuelCapacity' ) ),
mw.ustring.format( '?%s=fuel_intake_rate', t( 'SMW_FuelIntakeRate' ) ),
mw.ustring.format( '?%s#-=parent_hardpoint', t( 'SMW_ParentHardpoint' ) ),
mw.ustring.format( '?%s#-=root_hardpoint', t( 'SMW_RootHardpoint' ) ),
mw.ustring.format( '?%s#-=parent_uuid', t( 'SMW_ParentHardpointUuid' ) ),
mw.ustring.format( '?%s#-=icon', t( 'SMW_Icon' ) ),
mw.ustring.format( '?%s=hp', t( 'SMW_HitPoints' ) ),
mw.ustring.format( '?%s#-=position', t( 'SMW_Position' ) ),
-- These are subquery chains, they require that the 'Name' attribute is of type Page
-- And that these pages contain SMW attributes
'?' .. t( 'SMW_Name' ) .. '.' .. t( 'SMW_Grade' ) .. '#-=item_grade',
'?' .. t( 'SMW_Name' ) .. '.' .. t( 'SMW_Class' ) .. '#-=item_class',
'?' .. t( 'SMW_Name' ) .. '.' .. t( 'SMW_Size' ) .. '#-=item_size',
'?' .. t( 'SMW_Name' ) .. '.' .. t( 'SMW_Manufacturer' ) .. '#-=manufacturer',
mw.ustring.format(
'sort=%s,%s,%s,%s,%s',
t( 'SMW_VehicleHardpointsTemplateGroup' ),
t( 'SMW_Hardpoint' ),
t( 'SMW_HardpointType' ),
t( 'SMW_HardpointMaximumSize' ),
t( 'SMW_ItemQuantity' )
),
'order=asc,desc,asc,asc,asc',
'limit=1000'
}
end
--- Creates a 'key' based on various data points found on the hardpoint and item
--- Based on this key, the count of some entries is generated
---
--- @param row table - API Data
--- @param hardpointData table - Data from getHardpointData
--- @param parent table|nil - Parent hardpoint (A settable SMW Subobject)
--- @param root string|nil - Root hardpoint
--- @return string Key
local function makeKey( row, hardpointData, parent, root )
local key
-- If the hardpoint has an item attached
if type( row.item ) == 'table' then
-- List of item types that should always be grouped together
-- i.e. their count is increased instead of them being displayed as separate boxes
if row.type == 'ManneuverThruster' or
row.type == 'MainThruster' or
row.type == 'ArmorLocker' or
row.type == 'Bed' or
row.type == 'CargoGrid' or
row.type == 'Cargo'
then
key = row.type .. row.sub_type
else
local suffix = ( row.item.name or '' )
if suffix == '<= PLACEHOLDER =>' then
suffix = row.item.uuid
end
-- Adding the uuid to the key ensures separate boxes if the equipped item differs
key = row.type .. row.sub_type .. suffix
end
else
-- If no item is set, use the pre-defined class and type
key = hardpointData.class .. hardpointData.type
end
-- Appends the parent and root hardpoints in order to not mess up child counts
-- Without this, a vehicle with four turrets containing each one weapon would be listed as
-- having four turrets that each has four weapons (if the exact weapon is equipped on each turret)
if parent ~= nil and parent[ t( 'SMW_Name' ) ] ~= nil and
row.type ~= 'DecoyLauncherMagazine' and
row.type ~= 'NoiseLauncherMagazine'
then
--key = key .. parent[ t( 'SMW_Hardpoint' ) ]
key = key .. ( parent[ t( 'SMW_Name' ) ] or parent[ t( 'SMW_Hardpoint' ) ] )
end
if root ~= nil and not mw.ustring.match( key, root ) and ( hardpointData.class == 'Weapons' or hardpointData.class == 'Utility' ) then
key = key .. root
end
if hardpointData.class == 'Weapons' and row.name ~= nil and row.type == 'MissileLauncher' then
-- key = key .. row.item.name or row.name
end
mw.logObject( mw.ustring.format( 'Key: %s', key ), '📐 [VehicleHardpoint] makekey' )
return key
end
--- Get pre-defined hardpoint data for a given hardpoint type
--- If no type is found, the hardpoint name is matched against the defined regexes until the first one matches
---
--- @param hardpointType string
--- @return table|nil
function methodtable.getHardpointData( self, hardpointType )
if type( data.matches[ hardpointType ] ) == 'table' then
return data.matches[ hardpointType ]
end
for hType, mappingData in pairs( data.matches ) do
if hardpointType == hType then
return mappingData
elseif type( mappingData.matches ) == 'table' then
for _, matcher in pairs( mappingData.matches ) do
if mw.ustring.match( hardpointType, matcher ) ~= nil then
return mappingData
end
end
end
end
return nil
end
--- Creates a child object for weapons and counter measure ammunitions
--- As well as weapon ports on armor locker
---
--- @param hardpoint table A hardpoint object form the API
--- @return nil
local function addSubComponents( hardpoint )
if type( hardpoint.item ) ~= 'table' then
return
end
if type( hardpoint.children ) ~= 'table' then
hardpoint.children = {}
end
if hardpoint.item.type == 'WeaponDefensive' or hardpoint.item.type == 'WeaponGun' then
local item_type = 'Magazine'
if mw.ustring.sub( hardpoint.class_name, -5 ) == 'chaff' then
item_type = 'NoiseLauncherMagazine'
elseif mw.ustring.sub( hardpoint.class_name, -5 ) == 'flare' then
item_type = 'DecoyLauncherMagazine'
end
local capacity = {}
local magazineName = translate( 'Magazine' )
if hardpoint.item.type == 'WeaponGun' and type( hardpoint.item.vehicle_weapon ) == 'table' then
table.insert( capacity, hardpoint.item.vehicle_weapon.capacity )
-- This is a laser weapon, add another capacity of -1 to indicate that this weapon has infinite ammo
if type( hardpoint.item.vehicle_weapon.regeneration ) == 'table' then
table.insert( capacity, -1 )
magazineName = translate( 'Capacitor' )
end
elseif type( hardpoint.item.counter_measure ) == 'table' then
table.insert( capacity, hardpoint.item.counter_measure.capacity )
end
table.insert( hardpoint.children, {
name = 'faux_hardpoint_magazine',
class_name = 'FAUX_' .. item_type .. 'Magazine',
type = item_type,
sub_type = item_type,
min_size = 1,
max_size = 1,
item = {
name = magazineName,
type = item_type,
sub_type = item_type,
magazine_capacity = capacity
}
} )
end
-- This seems to be a weapon rack
if ( hardpoint.item.type == 'Usable' or hardpoint.item.type == 'Door' ) and type( hardpoint.item.ports ) == 'table' then
local item_type = 'WeaponPort'
for _, port in pairs( hardpoint.item.ports ) do
-- Prevent stuff like mattress and pillow to count as weapon ports (I don't think SC let you hide weapons inside them :P)
if ( mw.ustring.find( port.name, 'weapon', 1, true ) or mw.ustring.find( port.display_name, 'weapon', 1, true ) ) then
local sub_type = item_type .. tostring( port.sizes.min or 0 ) .. tostring( port.sizes.max or 0 )
local name = 'WeaponPort'
if port.sizes.max == 5 or mw.ustring.find( port.display_name, 'launcher', 1, true ) then
name = name .. 'Launcher'
elseif port.sizes.max == 4 or mw.ustring.find( port.display_name, 'rifle', 1, true ) then
name = name .. 'Rifle'
elseif mw.ustring.find( port.display_name, 'multitool', 1, true ) then
name = name .. 'Multitool'
elseif mw.ustring.find( port.display_name, 'addon', 1, true ) then
name = name .. 'Addon'
-- Assume size 1 is pistol slot if it is not specified as multitool or addon
elseif port.sizes.max == 1 or mw.ustring.find( port.display_name, 'pistol', 1, true ) then
name = name .. 'Pistol'
end
table.insert( hardpoint.children, {
name = 'faux_hardpoint_weaponport',
class_name = 'FAUX_WeaponPort',
type = item_type,
sub_type = sub_type,
min_size = port.sizes.min,
max_size = port.sizes.max,
item = {
name = translate( name ),
type = item_type,
sub_type = sub_type,
}
} )
end
end
end
-- Missiles Set on Ports
if hardpoint.item.type == 'MissileLauncher' and type( hardpoint.item.ports ) == 'table' then
for _, port in pairs( hardpoint.item.ports ) do
if type( port.equipped_item ) == 'table' then
local item = port.equipped_item
table.insert( hardpoint.children, {
name = port.name,
--class_name = port.equipped_item
type = 'Missile',
sub_type = item.sub_type,
min_size = port.sizes.min,
max_size = port.sizes.max,
item = {
name = item.name,
type = item.type,
sub_type = item.sub_type,
}
} )
end
end
end
end
--- Builds the object that is saved to SMW as a Subobject
---
--- @param row table - API Data
--- @param hardpointData table|nil - Data from getHardpointData
--- @param parent table|nil - Parent hardpoint
--- @param root string|nil - Root hardpoint
--- @return table|nil
function methodtable.makeObject( self, row, hardpointData, parent, root )
local object = {}
if hardpointData == nil then
hardpointData = self:getHardpointData( row.type or row.name )
end
if hardpointData == nil then
return nil
end
object[ t( 'SMW_Hardpoint' ) ] = row.name
object[ t( 'SMW_FromGameData' ) ] = true
object[ t( 'SMW_HardpointMinimumSize' ) ] = row.min_size
object[ t( 'SMW_HardpointMaximumSize' ) ] = row.max_size
object[ t( 'SMW_VehicleHardpointsTemplateGroup' ) ] = translate( hardpointData.class, true )
object[ t( 'SMW_HitPoints' ) ] = row.damage_max
object[ t( 'SMW_Position' ) ] = row.position
if type( row.class_name ) == 'string' then
object[ t( 'SMW_HardpointClassName' ) ] = row.class_name
end
object[ t( 'SMW_HardpointType' ) ] = translate( hardpointData.type, true )
object[ t( 'SMW_HardpointSubtype' ) ] = translate( hardpointData.type, true )
-- FIXME: Is there a way to use Lua table key directly instead of setting subtype separately in data.json?
-- For some components (e.g. missile), the key is the subtype of the component
local function setTypeSubtype( match )
if match ~= nil then
if match.type ~= nil then
object[ t( 'SMW_HardpointType' ) ] = translate( match.type, true )
end
if match.subtype ~= nil then
object[ t( 'SMW_HardpointSubtype' ) ] = translate( match.subtype, true )
end
end
end
setTypeSubtype( data.matches[ row.type ] )
setTypeSubtype( data.matches[ row.sub_type ] )
if hardpointData.item ~= nil and type( hardpointData.item.name ) == 'string' then
object[ t( 'SMW_Name' ) ] = hardpointData.item.name
end
if type( row.item ) == 'table' then
local itemObj = row.item
if itemObj.name ~= '<= PLACEHOLDER =>' then
local match = mw.ustring.match( row.class_name or '', '[Dd]estruct_(%d+s)' )
if row.type == 'SelfDestruct' and match ~= nil then
object[ t( 'SMW_Name' ) ] = mw.ustring.format( '%s (%s)', t( 'SMW_SelfDestruct' ), match )
-- Set self-destruct stats
-- FIXME: Do subquery instead when CIG properly implement self-destruct components
if itemObj.self_destruct then
object[ t( 'SMW_Damage' ) ] = itemObj.self_destruct.damage
object[ t( 'SMW_DamageRadius' ) ] = itemObj.self_destruct.radius
end
else
object[ t( 'SMW_Name' ) ] = itemObj.name
end
else
object[ t( 'SMW_Name' ) ] = object[ t( 'SMW_HardpointSubtype' ) ]
-- Remove lang suffix
local parts = mw.text.split( object[ t( 'SMW_Name' ) ], '@', true )
object[ t( 'SMW_Name' ) ] = parts[ 1 ] or object[ t( 'SMW_Name' ) ]
end
object[ t( 'SMW_MagazineCapacity' ) ] = itemObj.magazine_capacity
if ( itemObj.type == 'Cargo' or itemObj.type == 'SeatAccess' or itemObj.type == 'CargoGrid' or itemObj.type == 'Container' )
and type( itemObj.inventory ) == 'table' then
object[ t( 'SMW_Inventory' ) ] = common.formatNum( (itemObj.inventory.scu or nil ), nil )
end
if itemObj.thruster then
object[ t( 'SMW_ThrustCapacity' ) ] = itemObj.thruster.thrust_capacity
--- Convert to per Newton since thrust capacity is in Newton
object[ t( 'SMW_FuelBurnRate' ) ] = itemObj.thruster.fuel_burn_per_10k_newton / 10000
end
if itemObj.fuel_tank and itemObj.fuel_tank.capacity > 0 then
object[ t( 'SMW_FuelCapacity' ) ] = itemObj.fuel_tank.capacity
end
if itemObj.fuel_intake then
object[ t( 'SMW_FuelIntakeRate' ) ] = itemObj.fuel_intake.fuel_push_rate
end
if object[ t( 'SMW_HardpointMinimumSize' ) ] == nil then
object[ t( 'SMW_HardpointMinimumSize' ) ] = itemObj.size
object[ t( 'SMW_HardpointMaximumSize' ) ] = itemObj.size
end
object[ 'UUID' ] = row.item.uuid
end
if parent ~= nil then
object[ t( 'SMW_ParentHardpointUuid' ) ] = parent[ 'UUID' ]
object[ t( 'SMW_ParentHardpoint' ) ] = parent[ t( 'SMW_Name' ) ]
end
if root ~= nil then
object[ t( 'SMW_RootHardpoint' ) ] = root
end
-- Icon
local icon = hardpointData.type
if data.section_label_fixes[ hardpointData.class ] ~= nil or data.section_label_fixes[ hardpointData.type ] ~= nil then
icon = data.section_label_fixes[ hardpointData.class ] or data.section_label_fixes[ hardpointData.type ]
end
for hType, iconKey in pairs( data.icons ) do
if hType == icon then
-- Disable label missing icons for now
if iconKey == '' then
icon = nil
break
end
-- Apply icon key override
icon = iconKey
end
end
if icon ~= nil then
if config.icon_name_localized == true then
icon = translate( icon )
end
if config.icon_name_lowercase == true then
icon = mw.ustring.lower( icon )
end
object[ t( 'SMW_Icon' ) ] = mw.ustring.format( 'File:%s%s.svg', config.icon_prefix, icon )
end
-- Remove SeatAccess Hardpoints without storage
if row.item ~= nil and row.item.type == 'SeatAccess' and object[ t( 'SMW_Inventory' ) ] == nil then
object = nil
end
return object;
end
--- Sets all available hardpoints as SMW subobjects
--- This method should be called by the accompanying Vehicle Module
---
--- @param hardpoints table API Hardpoint data
function methodtable.setHardPointObjects( self, hardpoints )
if type( hardpoints ) ~= 'table' then
error( translate( 'msg_invalid_hardpoints_object' ) )
end
local objects = {}
local depth = 1
local function cleanClassName( input )
if mw.ustring.find( input, 'turret', 1, true ) then
local parts = mw.text.split( input, 'turret', true )
input = parts[ 1 ] or input
end
for _, remove in pairs( { 'top', 'bottom', 'left', 'right', 'front', 'rear', 'bubble', 'side' } ) do
input = mw.ustring.gsub( input, '_' .. remove, '', 1 )
end
return input
end
-- Adds the subobject to the list of objects that should be saved to SMW
-- Increases the item quantity / or combined cargo capacity for objects that have equal keys
local function addToOut( object, key )
if object == nil then
return
end
-- If this key (object) has not been seen before, save it to the list of subobjects
if type( objects[ key ] ) ~= 'table' then
if object ~= nil then
objects[ key ] = object
objects[ key ][ t( 'SMW_ItemQuantity' ) ] = 1
end
else -- This key (object) has been seen before: Increase the quantity and any other cumulative metrics
objects[ key ][ t( 'SMW_ItemQuantity' ) ] = objects[ key ][ t( 'SMW_ItemQuantity' ) ] + 1
if object[ t( 'SMW_Position' ) ] ~= nil then
if type( objects[ key ][ t( 'SMW_Position' ) ] ) == 'table' then
table.insert( objects[ key ][ t( 'SMW_Position' ) ], object[ t( 'SMW_Position' ) ] )
else
objects[ key ][ t( 'SMW_Position' ) ] = {
objects[ key ][ t( 'SMW_Position' ) ],
object[ t( 'SMW_Position' ) ]
}
end
end
local inventoryKey = t( 'SMW_Inventory' )
-- Accumulate the cargo capacities of all cargo grids
if object[ inventoryKey ] ~= nil then
objects[ key ][ t( 'SMW_ItemQuantity' ) ] = 1
if objects[ key ][ inventoryKey ] ~= nil and object[ inventoryKey ] ~= nil then
local sucExisting, numExisting = pcall( tonumber, objects[ key ][ inventoryKey ], 10 )
local sucNew, numNew = pcall( tonumber, object[ inventoryKey ], 10 )
if sucExisting and sucNew and numExisting ~= nil and numNew ~= nil then
objects[ key ][ inventoryKey ] = numExisting + numNew
end
end
end
end
end
-- Iterates through the list of hardpoints found on the API object
local function addHardpoints( hardpoints, parent, root )
for _, hardpoint in pairs( hardpoints ) do
hardpoint.name = mw.ustring.lower( hardpoint.name )
if type( hardpoint.class_name ) == 'string' then
hardpoint.class_name = cleanClassName( mw.ustring.lower( hardpoint.class_name ) )
end
hardpoint = VehicleHardpoint.fixTypes( hardpoint, data.fixes )
local hardpointData = self:getHardpointData( hardpoint.type or hardpoint.name )
if hardpointData ~= nil then
if depth == 1 then
if type( hardpoint.item ) == 'table' then
root = hardpoint.class_name or hardpoint.name
if root == '<= PLACEHOLDER =>' then
root = hardpointData.type
end
else
root = hardpoint.name
end
mw.logObject( mw.ustring.format( 'Root: %s', root ), '📐 [VehicleHardpoint] addHardpoints' )
end
addSubComponents( hardpoint )
-- Based on the key, the hardpoint is either used as "standalone" (i.e. saved as a single subobject)
-- or, if the key already exists, the count if increased by one (so no extra subobject is generated)
local key = makeKey( hardpoint, hardpointData, parent, root )
local obj = self:makeObject( hardpoint, hardpointData, parent, root )
addToOut( obj, key )
-- Generate child subobjects
if hasChildren( hardpoint ) then
depth = depth + 1
addHardpoints( hardpoint.children, obj, root )
end
elseif hasChildren( hardpoint ) then
-- Fix for P72, if the main hardpoint is ignored, but it has children, try them
for _, child in pairs( hardpoint.children ) do
table.insert( hardpoints, child )
end
end
end
depth = depth - 1
if depth < 1 then
depth = 1
root = nil
end
end
addHardpoints( hardpoints )
mw.logObject( objects, '📐 [VehicleHardpoint] setHardPointObjects' )
for _, subobject in pairs( objects ) do
mw.smw.subobject( subobject )
end
return objects
end
--- Sets all available vehicle parts as SMW subobjects
--- This method should be called by the accompanying Vehicle Module
---
--- @param parts table API Parts data
function methodtable.setParts( self, parts )
if type( parts ) ~= 'table' then
error( translate( 'msg_invalid_hardpoints_object' ) )
end
local objects = {}
local depth = 1
local partData = {
class = 'VehiclePart',
type = 'VehiclePart',
}
local function makeKey( row, parent )
local key = row.name
if parent ~= nil then
key = key .. parent[ t( 'SMW_Hardpoint' ) ]
end
mw.logObject( mw.ustring.format( 'Key: %s', key ), '📐 [VehicleHardpoint] makeKey' )
return key
end
-- Adds the subobject to the list of objects that should be saved to SMW
local function addToOut( object, key )
if object == nil then
return
end
-- If this key (object) has not been seen before, save it to the list of subobjects
if type( objects[ key ] ) ~= 'table' then
if object ~= nil then
objects[ key ] = object
objects[ key ][ t( 'SMW_ItemQuantity' ) ] = 1
end
end
end
-- Iterates through the list of parts found on the API object
local function addParts( parts, parent, root )
for _, part in pairs( parts ) do
part.type = 'VehiclePart'
part.min_size = 1
part.max_size = 1
part.item = {
name = part.display_name
}
if depth == 1 then
root = part.name
mw.logObject( mw.ustring.format( 'Root: %s', root ), '📐 [VehicleHardpoint] addParts' )
end
local key = makeKey( part, parent )
local obj = self:makeObject( part, partData, parent, root )
addToOut( obj, key )
-- Generate child subobjects
if hasChildren( part ) then
depth = depth + 1
addParts( part.children, obj, root )
end
end
depth = depth - 1
if depth < 1 then
depth = 1
root = nil
end
end
addParts( parts )
mw.logObject( objects, '📐 [VehicleHardpoint] setParts' )
for _, subobject in pairs( objects ) do
mw.smw.subobject( subobject )
end
end
--- Sets all available ship-matrix components as SMW subobjects
--- This method should be called by the accompanying Vehicle Module
---
--- @param components table API components data
function methodtable.setComponents( self, components )
if type( components ) ~= 'table' then
error( translate( 'msg_invalid_hardpoints_object' ) )
end
local lang = mw.getContentLanguage()
for _, component in pairs( components ) do
local parts = mw.text.split( components.type, '_', true )
local type = ''
for _, part in ipairs( parts ) do
type = type .. lang:ucfirst( part )
end
type = mw.text.trim( type, 's' )
mw.smw.subobject( {
[ t( 'SMW_VehicleHardpointsTemplateGroup' ) ] = translate( component.class, true ),
[ t( 'SMW_HardpointType' ) ] = translate( type, true ),
[ t( 'SMW_Name' ) ] = translate( component.name:gsub( ' ', '' ) ),
[ t( 'SMW_ItemQuantity' ) ] = component.quantity,
--[ 'Komponentenbefestigungen' ] = component.mounts,
[ t( 'SMW_Size' ) ] = component.component_size,
[ t( 'SMW_HardpointMaximumSize' ) ] = component.size,
[ t( 'SMW_FromGameData' ) ] = false,
} )
end
mw.logObject( objects, '📐 [VehicleHardpoint] setParts' )
for _, subobject in pairs( objects ) do
mw.smw.subobject( subobject )
end
end
--- Queries the SMW store for all available hardpoint subobjects for a given page
---
--- @param page string - The page to query
--- @return table|nil hardpoints
function methodtable.querySmwStore( self, page )
-- Cache multiple calls
if self.smwData ~= nil then
return self.smwData
end
local smwData = mw.smw.ask( makeSmwQueryObject( page ) )
if smwData == nil or smwData[ 1 ] == nil then
return nil
end
--mw.logObject( smwData, '📐 [VehicleHardpoint] querySmwStore' )
self.smwData = smwData
return self.smwData
end
--- Group Hardpoints by Class and type
---
--- @param smwData table SMW data - Requires a 'class' key on each row
--- @return table
function methodtable.group( self, smwData )
local grouped = {}
if type( smwData ) ~= 'table' then
return {}
end
for _, row in ipairs( smwData ) do
if not row.isChild and row.class ~= nil and row.type ~= nil and
-- Specifically hide manually added weapon ports that have no parent
-- This should not be needed anymore if weapon lockers are found everywhere with an uuid
row.type ~= translate( 'WeaponPort' ) and
not mw.ustring.find( row.type, translate( 'Magazine' ), 1, true )
then
if type( grouped[ row.class ] ) ~= 'table' then
grouped[ row.class ] = {}
end
if type( grouped[ row.class ][ row.type ] ) ~= 'table' then
grouped[ row.class ][ row.type ] = {}
end
table.insert( grouped[ row.class ][ row.type ], row )
self.iconMap[ row.class ] = row.icon
self.iconMap[ row.type ] = row.icon
end
end
--mw.logObject( grouped, '📐 [VehicleHardpoint] grouped' )
return grouped
end
--- Adds children to the according parents
---
--- @param smwData table All available Hardpoint objects for this page
--- @return table The stratified table
function methodtable.createDataStructure( self, smwData )
-- Maps a key to the index of the subobject, this way children can be set on their parent
local idMapping = {}
for index, object in ipairs( smwData ) do
local keyMap
if object.class == translate( 'VehiclePart' ) and object.name ~= nil then
keyMap = object.name
else
keyMap = ( object.root_hardpoint or object.class_name or '' ) .. ( object.name or object.type or '' )
end
idMapping[ keyMap ] = index
end
-- Iterates through the list of SMW hardpoint subobjects
-- If the 'parent_hardpoint' key is set (i.e. the hardpoint is a child), it is added as a child to the parent object
local function stratify( toStratify )
for _, object in ipairs( toStratify ) do
if object.parent_hardpoint ~= nil then
local parentEl
if object.class == translate( 'VehiclePart' ) and object.parent_hardpoint ~= nil then
parentEl = toStratify[ idMapping[ object.parent_hardpoint ] ]
else
parentEl = toStratify[ idMapping[ ( ( object.root_hardpoint or '' ) .. object.parent_hardpoint ) ] ]
end
if parentEl ~= nil then
if parentEl.children == nil then
parentEl.children = {}
end
object.isChild = true
table.insert( parentEl.children, object )
end
end
end
end
-- SMW outputs a "flat" List of objects, after this the output is more or less equal to that from the API
stratify( smwData )
return smwData
end
--- Creates the subtitle that is shown in the card
---
--- Show info based on importance to readers
--- When the first tier is not available, show the next tier
---
--- @param item table Item i.e. row from the smw query
--- @return string
function methodtable.makeSubtitle( self, item )
local subtitle = {}
-- Tier 1
-- Component-specific stats that affects gameplay
-- SCU
if item.scu ~= nil then
-- Fix for german number format
if mw.ustring.find( item.scu, ',', 1, true ) then
item.scu = mw.ustring.gsub( item.scu, ',', '.' )
end
if type( item.scu ) ~= 'number' then
local success, scu = pcall( tonumber, item.scu, 10 )
if success then
item.scu = scu
end
end
-- We need to use raw value from SMW to show scu in different units (SCU, K µSCU)
-- So we need to format the number manually
if item.scu ~= nil and item.type == translate( 'CargoGrid' ) then
table.insert( subtitle,
common.formatNum( item.scu ) .. ' SCU' or 'N/A'
)
elseif item.scu ~= nil and item.type == translate( 'PersonalStorage' ) then
table.insert( subtitle,
common.formatNum( item.scu * 1000 ) .. 'K µSCU' or 'N/A'
)
end
end
-- Components that don't have a wiki page currently
-- Magazine Capacity
if item.magazine_capacity ~= nil then
if type( item.magazine_capacity ) == 'table' then
table.insert( subtitle,
mw.ustring.format(
'%s/∞ %s',
item.magazine_capacity[ 1 ],
translate( 'Ammunition' )
)
)
else
table.insert( subtitle,
mw.ustring.format(
'%s/%s %s',
item.magazine_capacity,
item.magazine_capacity,
translate( 'Ammunition' )
)
)
end
end
-- Parts
if item.hp ~= nil then
table.insert( subtitle,
item.hp
)
end
-- Fuel tanks
if item.fuel_capacity ~= nil then
table.insert( subtitle,
item.fuel_capacity
)
end
-- Fuel intake
if item.fuel_intake_rate ~= nil then
table.insert( subtitle,
item.fuel_intake_rate
)
end
-- Self destruct
if item.damage ~= nil and item.damage_radius ~= nil then
table.insert( subtitle,
mw.ustring.format(
'%s · %s',
item.damage,
item.damage_radius
)
)
end
-- Thrusters
if item.thrust_capacity ~= nil then
table.insert( subtitle,
item.thrust_capacity
)
end
-- Weapon ports
if item.type == translate( 'WeaponPort' ) then
table.insert( subtitle,
mw.ustring.format(
'%s (S%s – S%s)',
translate( 'Weapon' ),
item.min_size or 0,
item.max_size or 0
)
)
end
-- Items with Grade and/or Class
if item.item_grade ~= nil or item.item_class ~= nil then
local grade_class = ''
-- TODO can't use lang suffix for subquery properties
if type( item.item_class ) == 'table' then
local parts = mw.text.split( item.item_class[ 1 ], ' (', true )
if #parts == 2 then
grade_class = parts[ 1 ]
item.item_class = parts[ 1 ]
else
grade_class = grade_class[ 1 ]
item.item_class = item.item_class[ 1 ]
end
end
if item.item_grade ~= nil and item.item_class ~= nil then
grade_class = mw.ustring.format( '%s (%s)', item.item_class, item.item_grade )
elseif item.item_grade ~= nil then
grade_class = item.item_grade
end
table.insert( subtitle,
grade_class
)
end
-- Tier 2
-- Info that might affect gameplay but not as important
if next( subtitle ) == nil then
-- Position
if item.position ~= nil then
if type( item.position ) ~= 'table' then
item.position = { item.position }
end
local converted = {}
for _, position in ipairs( item.position ) do
table.insert( converted, mw.text.trim( mw.getContentLanguage():ucfirst( mw.ustring.gsub( position, '_', ' ' ) ) ) )
end
table.insert( subtitle,
table.concat( converted, ', ' )
)
end
end
-- Tier 3
-- Info that does not affect gameplay
if next( subtitle ) == nil then
-- Manufacturer
if item.manufacturer ~= nil and item.manufacturer ~= 'N/A' then
table.insert( subtitle,
mw.ustring.format( '[[%s]]', item.manufacturer )
)
end
end
-- Return if there are no information at all
if next( subtitle ) == nil then
return ''
end
return table.concat( subtitle, ' · ' )
end
--- Generate the output
---
--- @param groupedData table Grouped SMW data
--- @return table
function methodtable.makeOutput( self, groupedData )
local classOutput = {}
-- An item with potential children
local function makeEntry( item, depth )
-- Info if data stems from ship-matrix or game files
if classOutput.info == nil then
local text
if item.from_gamedata == true then
text = translate( 'msg_from_gamedata' )
else
text = translate( 'msg_from_shipmatrix' )
end
classOutput.info = hatnote( text, { icon = 'WikimediaUI-Robot.svg' } )
end
depth = depth or 1
local row = mw.html.create( 'div' )
:addClass( 'template-component' )
:addClass( mw.ustring.format( 'template-component--level-%d', depth ) )
:tag( 'div' )
:addClass( 'template-component__connectors' )
:tag( 'div' ):addClass( 'template-component__connectorX' ):done()
:tag( 'div' ):addClass( 'template-component__connectorY' ):done()
:done()
local size = 'N/A'
local prefix = ''
-- If Ship-Matrix components are not saved to SMW, always output the 'S' prefix
if item.from_gamedata == nil then
prefix = 'S'
else
if item.from_gamedata == true or
item.from_gamedata == 1 or
item.from_gamedata == '1' or -- For uninitialized attributes
item.class == translate( 'Weapons' )
then
prefix = 'S'
end
end
if item.item_size ~= nil then
size = mw.ustring.format( '%s%s', prefix, item.item_size )
else
size = mw.ustring.format( '%s%s', prefix, item.max_size )
end
local nodeSizeCount = mw.html.create( 'div' )
:addClass('template-component__port')
:tag( 'div' )
:addClass( 'template-component__count' )
:wikitext( mw.ustring.format( '%dx', item.count ) )
:done()
if item.class ~= translate( 'CargoGrid' ) then
nodeSizeCount
:tag( 'div' )
:addClass( 'template-component__size' )
:wikitext( size )
:done()
end
nodeSizeCount = nodeSizeCount:allDone()
local name = item.sub_type or item.type
if item.name ~= nil then
if config.name_fixes[ item.name ] ~= nil then
name = mw.ustring.format( '[[%s|%s]]', config.name_fixes[ item.name ], item.name )
else
name = mw.ustring.format( '[[%s]]', item.name )
end
if item.class_name and item.name == item.sub_type then
name = mw.ustring.format( '%s<span class="template-component__title-subtext">%s</span>', name, item.class_name )
end
end
local nodeItem = mw.html.create( 'div' )
:addClass( 'template-component__item' )
:tag( 'div' )
:addClass( 'template-component__title' )
:wikitext( name )
:done()
local subtitle = self:makeSubtitle( item )
if subtitle ~= '' then
nodeItem:tag( 'div' )
:addClass( 'template-component__subtitle' )
:wikitext( subtitle )
end
row:tag( 'div' )
:addClass( 'template-component__card' )
:node( nodeSizeCount )
:node( nodeItem )
:done()
row = tostring( row )
if type( item.children ) == 'table' then
depth = depth + 1
for _, child in ipairs( item.children ) do
row = row .. makeEntry( child, depth )
end
end
return row
end
-- Items of a given class e.g. avionics
local function makeSection( types )
local out = ''
for classType, items in common.spairs( types ) do
local label = classType
-- Label override
-- Note: This must be manually changed on the data.json page
if data.section_label_fixes[ classType ] ~= nil then
label = data.section_label_fixes[ classType ]
end
local icon = ''
if self.iconMap[ classType ] ~= nil then
icon = mw.ustring.format( '[[%s|20px|link=]]', self.iconMap[ classType ] )
end
local section = mw.html.create( 'div' )
:addClass( 'template-components__section')
:tag( 'div' )
:addClass( 'template-components__label' )
:wikitext( mw.ustring.format(
'%s %s',
icon,
classType
) )
:done()
:tag( 'div' ):addClass( 'template-components__group' )
local str = ''
for _, item in ipairs( items ) do
if not item.isChild then
local subGroup = mw.html.create( 'div' )
:addClass( 'template-components__subgroup' )
:node( makeEntry( item ) )
:allDone()
str = str .. tostring( subGroup )
end
end
out = out .. tostring( section:node( str ):allDone() )
end
return out
end
for class, types in common.spairs( groupedData ) do
classOutput[ class ] = makeSection( types )
end
mw.logObject( classOutput, '📐 [VehicleHardpoint] makeOutput' )
return classOutput
end
--- Generates tabber output
function methodtable.out( self )
local smwData = self:querySmwStore( self.page )
if smwData == nil then
return hatnote( TNT.format( 'Module:VehicleHardpoint/i18n.json', 'msg_no_data', self.page ), { icon = 'WikimediaUI-Error.svg' } )
end
smwData = self:createDataStructure( smwData )
smwData = self:group( smwData )
local output = self:makeOutput( smwData )
local tabberData = {}
for i, grouping in ipairs( data.class_groupings ) do
local key = grouping[ 1 ]
local groups = grouping[ 2 ]
local groupContent = ''
local label = {}
for _, group in ipairs( groups ) do
groupContent = groupContent .. ( output[ translate( group ) ] or '' )
table.insert( label, translate( group ) )
end
if #groupContent == 0 then
groupContent = translate( 'empty_' .. key )
end
tabberData[ 'label' .. i ] = table.concat( label, ' & ' )
tabberData[ 'content' .. i ] = groupContent
end
return require( 'Module:Tabber' ).renderTabber( tabberData ) .. mw.getCurrentFrame():extensionTag{
name = 'templatestyles', args = { src = config.template_styles_page }
}
end
--- Generates debug output
function methodtable.makeDebugOutput( self )
local debug = require( 'Module:Common/Debug' )
self.smwData = nil
local smwData = self:querySmwStore( self.page )
local struct = self:createDataStructure( smwData or {} )
local group = self:group( struct )
return debug.collapsedDebugSections({
{
title = 'SMW Query',
content = debug.convertSmwQueryObject( makeSmwQueryObject( self.page ) ),
},
{
title = 'SMW Data',
content = smwData,
tag = 'pre',
},
{
title = 'Datastructure',
content = struct,
tag = 'pre',
},
{
title = 'Grouped',
content = group,
tag = 'pre',
},
{
title = 'Output',
content = self:makeOutput( group ),
tag = 'pre',
},
})
end
--- Manually fix some (sub_)types by checking the hardpoint name
---
--- @param hardpoint table Entry from the api
--- @param fixes table
--- @return table The fixed entry
function VehicleHardpoint.fixTypes( hardpoint, fixes )
--- Assign key value pairs on a hardpoint
--- @param kv table Table containing 'key=value' string pairs
local function assign( kv )
for _, assignment in pairs( kv ) do
local parts = mw.text.split( assignment, '=', true )
if #parts == 2 then
if mw.ustring.find( parts[ 2 ], '+', 1, true ) then
local valueParts = mw.text.split( parts[ 2 ], '+', true )
parts[ 2 ] = valueParts[ 1 ] .. ( hardpoint[ valueParts[ 2 ] ] or '' )
end
hardpoint[ parts[ 1 ] ] = parts[ 2 ]
end
end
end
--- Set fixes on a hardpoint if tests evaluate to true
--- @param tests table
local function fixHardpoint( tests )
for _, test in ipairs( tests ) do
if VehicleHardpoint.evalRule( test[ 'if' ], hardpoint ) then
local kv = test[ 'then' ]
if type( kv ) ~= 'table' then
kv = { kv }
end
assign( kv )
end
end
end
for _, fix in ipairs( fixes ) do
if type( fix.type ) == 'table' then
for _, v in pairs( fix.type ) do
if v == hardpoint.type then
fixHardpoint( fix.modification )
break
end
end
elseif type( fix.type ) == 'string' and fix.type == hardpoint.type then
fixHardpoint( fix.modification )
break
end
end
-- Manual mapping defined in Module:VehicleHardpoint/Data
if type( hardpoint.item ) == 'table' and hardpoint.item ~= nil then
-- If this is a noise launcher, but the class name says decoy, change Noise to Decoy
if mw.ustring.find( hardpoint.item.name, 'Noise', 1, true ) and mw.ustring.find( hardpoint.class_name, 'decoy', 1, true ) then
hardpoint.item.name = mw.ustring.gsub( hardpoint.item.name, ' Noise ', ' Decoy ' )
end
for _, mapping in pairs( data.hardpoint_type_fixes ) do
for _, matcher in pairs( data.matches[ mapping ][ 'matches' ] ) do
if mw.ustring.match( hardpoint.name, matcher ) ~= nil then
hardpoint.type = mapping
return hardpoint
end
end
end
end
return hardpoint
end
--- New Instance
---
--- @return table VehicleHardpoint
function VehicleHardpoint.new( self, page )
local instance = {
page = page or nil,
iconMap = {}
}
setmetatable( instance, metatable )
return instance
end
--- Parser call for generating the table
function VehicleHardpoint.outputTable( frame )
local args = require( 'Module:Arguments' ).getArgs( frame )
local page = args[ 1 ] or args[ 'Name' ] or mw.title.getCurrentTitle().text
local instance = VehicleHardpoint:new( page )
local out = instance:out()
local debugOutput = ''
if args['debug'] ~= nil then
debugOutput = instance:makeDebugOutput()
end
return out .. debugOutput
end
--- Set the hardpoints of the 300i as subobjects to the current page
function VehicleHardpoint.test( frame )
frame = frame or { args = {} }
local page = frame.args['Name'] or '70580bce-2347-4e96-9260-dee6394f483d'
local json = mw.text.jsonDecode( mw.ext.Apiunto.get_raw( 'v2/vehicles/' .. page, {
include = {
'hardpoints',
'parts'
},
} ) )
local hardpoint = VehicleHardpoint:new( page )
hardpoint:setHardPointObjects( json.data.hardpoints )
hardpoint:setParts( json.data.parts )
end
--- Evaluates rules from 'data.fixes'
---
--- @param rules table A rules object from data.fixes
--- @param hardpoint table The hardpoint to evaluate
--- @param returnInvalid boolean|nil If invalid rules should be returned beneath the result
--- @return boolean
--- @return table?
function VehicleHardpoint.evalRule( rules, hardpoint, returnInvalid )
returnInvalid = returnInvalid or false
local stepVal = {}
local combination = {}
local invalidRules = {}
local function invalidRule( rule, index )
table.insert( invalidRules, mw.ustring.format( 'Invalid Rule found, skipping: <%s (Element %d)>', rule, index ) )
end
for index, rule in ipairs( rules ) do
if type( rule ) == 'string' then
-- mw.logObject( mw.ustring.format( 'Evaluating rule %s', rule ), '📐 [VehicleHardpoint] evalRule' )
if mw.ustring.find( rule, ':', 1, true ) ~= nil then
local parts = mw.text.split( rule, ':', true )
-- Simple check if a key equals a value
if #parts == 2 then
local result = hardpoint[ parts[ 1 ] ] == parts[ 2 ]
-- mw.logObject( mw.ustring.format( 'Rule <%s == %s>, equates to %s', hardpoint[ parts[ 1 ] ], parts[ 2 ], tostring( result ) ), '📐 [VehicleHardpoint] evalRule' )
table.insert( stepVal, result )
-- String Match
elseif #parts == 3 then
local key = parts[ 1 ]
local fn = parts[ 2 ]
-- Remove key and 'match' in order to combine the last parts again
table.remove( parts, 1 )
table.remove( parts, 1 )
local matcher = mw.ustring.lower( table.concat( parts, ':' ) )
local result = string[ fn ]( mw.ustring.lower( hardpoint[ key ] ), matcher ) ~= nil
-- mw.logObject( mw.ustring.format( 'Rule <%s matches %s>, equates to %s', hardpoint[ key ], matcher, tostring( result ) ), '📐 [VehicleHardpoint] evalRule' )
table.insert( stepVal, result )
else
invalidRule( rule, index )
end
-- A combination rule
elseif rule == 'and' or rule == 'or' then
table.insert( combination, rule )
end
-- A sub rule
elseif type( rule ) == 'table' then
local matches, invalid = VehicleHardpoint.evalRule( rule, hardpoint )
table.insert( stepVal, matches )
for _, v in ipairs( invalid or {} ) do
table.insert( invalidRules, v )
end
else
-- mw.logObject( 'Is invalid ' .. rule, '📐 [VehicleHardpoint] evalRule' )
invalidRule( rule, index )
end
end
local ruleMatches = false
for index, matched in ipairs( stepVal ) do
if index == 1 then
ruleMatches = matched
else
-- mw.logObject( 'test is ' .. combination[ index - 1 ], '📐 [VehicleHardpoint] evalRule' )
if combination[ index - 1 ] == 'and' then
ruleMatches = ruleMatches and matched
else
ruleMatches = ruleMatches or matched
end
end
end
-- mw.logObject( 'Final rule result is ' .. tostring( ruleMatches ), '📐 [VehicleHardpoint] evalRule' )
if returnInvalid then
return ruleMatches, invalidRules
else
return ruleMatches
end
end
return VehicleHardpoint