Module:UnitData
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