Module:UnitData

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Revision as of 20:51, 11 May 2024 by Histidine (talk | contribs)
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Documentation

This module is used to autogenerate unit infoboxes by drawing data from Module:UnitData/data. The intent is to ease updating of unit infoboxes on the wiki; ideally, only the one data page needing to be changed every release. The concept is taken from e.g. the Combat Card Data module on the Library of Ruina Wiki.

This module is currently used with Template:Autoinfobox zkunit as follows:

{{Autoinfobox zkunit
|defname=striderdetriment
|name=Name override
}}

The module can also be invoked directly to generate an infobox (note that output may not be identical in some cases; observed with automatic detection of buildpic on Reef):

{{#invoke:UnitData|printInfobox|defname=striderdetriment|name=Name override}}

When invoking from module, defname may be passed as an anonymous parameter instead.

See also Module:WeaponData, which is used to generate the weapon infoboxes within the unit infoboxes.

Data page

Module:UnitData/data is a central store of data used by Module:UnitData to automatically populate unit infoboxes.

The page is a Lua table written to the local file temp/unitStats.lua by the Wiki Data Export (dbg_wiki_export.lua) widget in Zero-K. This widget should be run once each update and the data page on the wiki replaced accordingly. It should not be necessary to edit the data manually.


local getArgs = require('Module:Arguments').getArgs
local unit = {}
local unitData = mw.loadData('Module:UnitData/data')

local function toPercent(amount)
	-- amount is a string when ToSI is used before calling this function
	if type(amount) == "string" then
		amount = tonumber(amount)
	end
	
	return string.format("%.0f", amount * 100) .. "%"
end

function unit.getData(frame)
	if not frame then return '' end
	local unitDefName = frame.args.defname or frame.args[1] or "<no name specified>"
	local ud = unitData[unitDefName]
	if not (ud) then return 'unitdef ' .. unitDefName .. ' not found' end
	local property = (frame.args.defname == nil) and frame.args[2] or frame.args[1]
	local result = ud[property]
	return result or ''
end

function unit.getAbilityInfoboxTemplate(abType, args)
	local tbl = {title = "Infobox zkability " .. abType, args = args}
	return tbl
end

function unit.getInfoboxTemplate(frame)
	local args = frame.args
	local tbl = {title = "Infobox zkunit", args = {}}
	local u = tbl.args
	local defName = args.defname or args[1] or "<no name specified>"
	local ud = unitData[defName]
	if not (ud) then return 'unitdef ' .. defName  .. ' not found' end
	
	for key, value in pairs(ud) do
		u[key] = args[key] or value
	end
	u.abilities = unit.printAbilityInfoboxes(frame)
	u.weapons = unit.printWeaponInfoboxes(frame)
	u.weaponIDs = nil
	u.shieldIDs = nil
	
	return tbl
end

function unit.printAbilityInfoboxes(frame)
	if not frame then return '' end
	local unitDefName = frame.args.defname or frame.args[1] or "<no name specified>"
	local ud = unitData[unitDefName]
	if not (ud) then return 'unitdef ' .. unitDefName .. ' not found' end
	
	local result = ''
	if ud.buildSpeed then 
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("construction", {buildpower = ud.buildSpeed}))
	end
	if ud.transportCapacity then
		local light = ud.transportLightSpeed
		local medium = cp.transportMediumSpeed
		local heavy = cp.transportHeavySpeed
		local args = {}
		if light then args.light = toPercent(light) end
		if medium then args.medium = toPercent(medium) end
		if heavy then args.heavy = toPercent(heavy) end
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("transport", args))
	end
	if ud.cloakCost or ud.idleCloak then
		local args = {}
		if (ud.cloakCost or 0) > 0 then
			args.upkeepidle = ud.cloakCost
			args.upkeepmobile = ud.cloakCostMoving
		elseif ud.idle_cloak then
			args.customdata1 = "Only when idle"
			args.customdata2 = "Free and automated"
		end
		args.decloakradius = ud.decloakDistance
		if ud.decloakOnFire == false then
			args.customdata3 = "No decloak while shooting"
		end
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("cloak", args))
	end
	if ud.areaCloakUpkeep then
		local args = {name = "Area Cloak", radius = ud.areaCloakRadius, upkeep = ud.areaCloakUpkeep}
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("cloak", args))
	end
	if ud.shieldIDs then
		local weaponData = mw.loadData('Module:WeaponData/data')
		for index, shieldID in pairs(ud.shieldIDs or {}) do
			local args = {}
			local shieldDef = weaponData[shieldID]
			args.name = shieldDef.name
			args.strength = shieldDef.strength
			args.regen = shieldDef.regen
			args.regencost = shieldDef.regencost
			args.radius = shieldDef.radius
			result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("shield", args))
		end
	end
	if ud.radarDistance or ud.jammerDistance then
		local args = {}
		if ud.jammerDistance then
			if not ud.radarDistance then
				args.name = "Radar Jammer"
			end
			args.jam = ud.jammerDistance
		end
		if ud.radarDistance then
			args.radar = ud.radarDistance
		end
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("intel", args))
	end
	if ud.jumpRange then
		local args = {range = ud.jumpRange, reload = ud.jumpReload, speed = ud.jumpSpeed, midairjump = ud.midairJump}
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("jump", args))
	end
	if ud.idleRegen or ud.combatRegen or ud.waterRegen or ud.armoredRegen then
		local args = {}
		if ud.idleRegenTime then
			if unitDef.idletime > 0 then
				args.idleregen = ud.idleRegen
				args.timetoenable = ud.idleRegenTime
			else
				args.combatregen = ud.combatRegen
			end
		end
		if ud.waterRegen then
			args.waterregen = ud.waterRegen
			args.atdepth = ud.waterRegenDepth
		end
		if ud.armoredRegen then
			args.customlabel1 = "Closed regen (HP/s)"
			args.customdata1 = ud.armoredRegen
		end
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("regen", args))
	end
	if ud.morphTo then
		local args = {to = "[[" .. ud.morphTo .. "]]", cost = ud.morphCost, time = ud.morphTime, disabled = ud.combatMorph and "No" or "Yes"}
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("morph", args))
	end
	if ud.armorDamageReduction then
		local args = {reduction = ud.armorDamageReduction .. '%'}
		abilities = abilities .. "\n\t" .. writeHeaderLine("Infobox zkability armored")
		if ud.armorForceClose then
			args.special1 = "Forced for " .. ud.armorForceClose .. "s on damage"
		end
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("armored", args))
	end
	
	local args = {}
	local num = 1
	do
		if ud.isMex then
			args["customdata".. num] = "Extracts metal"
			num = num + 1
		end
		if ud.stealth then
			args["customdata".. num] = "Invisible to radar"
			num = num + 1
		end
		if ud.fireproof then
			args["customdata".. num] = "Immunity to afterburn"
			num = num + 1
		end
		if ud.dontFireAtRadar then
			args["customdata".. num] = "Can ignore unidentified targets"
			num = num + 1
		end
		if ud.instaSelfDestruct then
			args["customdata".. num] = "Instant self-destruction"
			num = num + 1
		end
	end
	if num > 1 then
		result = result .. frame:expandTemplate(unit.getAbilityInfoboxTemplate("line", args))
	end
	
	return result
end

function unit.printWeaponInfoboxes(frame)
	if not frame then return '' end
	local unitDefName = frame.args.defname or frame.args[1] or "<no name specified>"
	local ud = unitData[unitDefName]
	if not (ud) then return 'unitdef ' .. unitDefName .. ' not found' end
	
	local result = ''
	local weaponModule = require('Module:WeaponData')
	
	for index,weaponID in ipairs(ud.weaponIDs or {}) do
		local tempFrame = mw.getCurrentFrame():newChild{title="Module:WeaponData",args={defname=weaponID}}
		result = result .. weaponModule.printInfobox(tempFrame)
	end
	
	return result or ''
end

function unit.printInfobox(frame)
	return frame:expandTemplate(unit.getInfoboxTemplate(frame))
end

return unit