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| | | -- Module:GameData |
| -- Provides generic access to game data files | | -- Provides generic access to game data files, with consistent active-entity filtering. |
| | -- Used by ItemTables, and intended for future AbilityTables, HeroTables, etc. |
|
| |
|
| local p = {} | | local p = {} |
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| ABILITIES = "Data:AbilityData.json", | | ABILITIES = "Data:AbilityData.json", |
| HEROES = "Data:HeroData.json", | | HEROES = "Data:HeroData.json", |
| CONVARS = "Data:Convars.json",
| |
| } | | } |
|
| |
| -- Street Brawl ships a partial overlay of ability properties rather than a full
| |
| -- dataset, so it is deliberately kept out of p.Dataset: its top-level keys are
| |
| -- sections ("ability-changes", "item-buckets"), not entity records, and it is
| |
| -- not usable with get_entities. Only get_prop consults it.
| |
| local STREET_BRAWL = "Data:StreetBrawlData.json"
| |
|
| |
|
| -- Returns true if a record represents an active, usable entity. | | -- Returns true if a record represents an active, usable entity. |
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| -- - Name must not be nil | | -- - Name must not be nil |
| -- - IsSelectable, if present, must not be false | | -- - IsSelectable, if present, must not be false |
|
| |
| -- Specifically for hero abilities, some of them are split into two entities, eg. Vexing Bolt has a sub-ability: Redirect Bolt.
| |
| -- The secondary sub-abilities most often have nil name and get filtered out by this function
| |
| local function is_active(record) | | local function is_active(record) |
| if record["IsDisabled"] == true then return false end | | if record["IsDisabled"] == true then return false end |
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| -- - a plain value: matches if the string appears as a value anywhere in the record | | -- - a plain value: matches if the string appears as a value anywhere in the record |
| -- Returns true if a match is found, false otherwise. | | -- Returns true if a match is found, false otherwise. |
| -- This handles plain single-word targets; the "Key:Value" and dotted-path forms
| |
| -- are handled by record_matches_path below.
| |
| local function record_matches_prop(record, prop) | | local function record_matches_prop(record, prop) |
| for k, v in pairs(record) do | | for k, v in pairs(record) do |
| -- Key match: property name exists with a meaningful value | | -- Key match: property name exists with a meaningful value |
| if k == prop then | | if k == prop then |
| if type(v) == "table" then | | if type(v) == "table" then v = v["Value"] end |
| if v["Value"] ~= nil then
| |
| v = v["Value"]
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| else
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| for _ in pairs(v) do return true end
| |
| return false
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| end
| |
| end
| |
| if v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m" then | | if v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m" then |
| return true | | return true |
| end | | end |
| end | | end |
| if type(v) == "table" and k ~= "DisabledStateMask" then | | if type(v) == "table" and k ~= "AutoRegisterModifierValueFromAbilityPropertyName" then |
| if record_matches_prop(v, prop) then return true end | | if record_matches_prop(v, prop) then return true end |
| elseif type(v) == "string" then | | elseif type(v) == "string" then |
| -- Value match: prop string appears as a value (e.g. Scale.Type = "melee") | | -- Value match: prop string appears as a value (e.g. Scale.Type = "melee") |
| if v == prop then return true end | | if v == prop then return true end |
| end
| |
| end
| |
| return false
| |
| end
| |
|
| |
| -- True if a value counts as "present": non-zero, non-empty, and not a
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| -- placeholder distance. A table is judged by its .Value field when it has one,
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| -- otherwise by whether it holds anything at all.
| |
| local function value_is_meaningful(v)
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| if type(v) == "table" then
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| if v["Value"] ~= nil then
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| v = v["Value"]
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| else
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| for _ in pairs(v) do return true end
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| return false
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| end
| |
| end
| |
| return v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m"
| |
| end
| |
|
| |
| -- True if a value equals `expected`, which must already be lower-cased. A table
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| -- is unwrapped to its .Value field, so "Damage:90" matches
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| -- { Value = 90, Scale = {...} }. A table with no .Value never matches, which is
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| -- what keeps "Damage:spirit" from matching on a nested Damage.Scale.Type.
| |
| local function value_equals(v, expected)
| |
| if type(v) == "table" then v = v["Value"] end
| |
| if v == nil or type(v) == "table" then return false end
| |
| return mw.ustring.lower(tostring(v)) == expected
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| end
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|
| |
| -- Follows path segments from `index` onward, starting at `node`. Segments after
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| -- the first are followed strictly: no searching, one step per segment. Numeric
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| -- segments fall back to array indices ("Upgrades.1.Damage"), and array elements
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| -- are stepped through transparently, so "Upgrades.Damage" reaches the Damage
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| -- field of any upgrade entry.
| |
| local function follow_path(node, segments, index, value)
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| if index > #segments then
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| if value ~= nil then return value_equals(node, value) end
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| return value_is_meaningful(node)
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| end
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| if type(node) ~= "table" then return false end
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|
| |
| local segment = segments[index]
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| local next_node = node[segment]
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| if next_node == nil then
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| local num = tonumber(segment)
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| if num then next_node = node[num] end
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| end
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| if next_node ~= nil and follow_path(next_node, segments, index + 1, value) then
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| return true
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| end
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|
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| for _, element in ipairs(node) do
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| if type(element) == "table" and follow_path(element, segments, index, value) then
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| return true
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| end
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| end
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| return false
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| end
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|
| |
| -- Recursively locates the first path segment at any depth, then follows the rest
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| -- from there. Searching for the first segment is what lets a path reach into
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| -- sub-ability records the same way plain key targets already do.
| |
| local function record_matches_path(record, segments, value)
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| for k, v in pairs(record) do
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| if k == segments[1] and follow_path(v, segments, 2, value) then
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| return true
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| end
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| if type(v) == "table" and k ~= "DisabledStateMask" then
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| if record_matches_path(v, segments, value) then return true end
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| end
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| end
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| return false
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| end
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|
| |
| -- Splits a target into path segments plus an optional expected value. The first
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| -- colon separates the two halves, so dots inside the value are safe
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| -- ("Radius:3.5"). Returns nil for a plain single-word target with no colon,
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| -- which keeps its existing key-name-or-string-value meaning.
| |
| local function parse_target(prop)
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| if type(prop) ~= "string" then return nil end
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|
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| local keys, value = prop, nil
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| local colon = prop:find(":", 1, true)
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| if colon then
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| keys = mw.text.trim(prop:sub(1, colon - 1))
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| value = mw.text.trim(prop:sub(colon + 1))
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| if keys == "" or value == "" then return nil end
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| value = mw.ustring.lower(value)
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| end
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|
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| local segments = {}
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| for segment in keys:gmatch("[^%.]+") do table.insert(segments, segment) end
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| if #segments == 0 then return nil end
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| if #segments == 1 and value == nil then return nil end
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|
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| return segments, value
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| end
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|
| |
| -- Returns true if a record matches at least one of the given properties. A
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| -- property may take any of four forms:
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| -- "Key" the key exists anywhere in the record with a meaningful
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| -- value, or the string appears as a value anywhere
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| -- "Key:Value" the key exists anywhere and its own value equals Value,
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| -- compared case-insensitively
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| -- "A.B.C" that exact nested chain exists with a meaningful value
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| -- "A.B.C:Value" that chain exists and ends in Value
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| -- Only the first segment of a path is searched for; the rest are followed one
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| -- step at a time, so a value nested deeper under the key does not match. A
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| -- structured target that resolves to nothing falls back to plain matching, so a
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| -- value that happens to contain a dot ("38.1 50.8") still works as a target.
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| -- Public so other modules (e.g. Module:AbilityTable membership) can reuse it.
| |
| function p.entity_matches(record, properties)
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| for _, prop in ipairs(properties) do
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| local segments, value = parse_target(prop)
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| if segments and record_matches_path(record, segments, value) then
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| return true
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| elseif record_matches_prop(record, prop) then
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| return true
| |
| end | | end |
| end | | end |
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|
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|
| -- Returns all active entities from a dataset that match at least one of the | | -- Returns all active entities from a dataset that match at least one of the |
| -- given properties. A property may be a key name (the property exists with a | | -- given properties. A property may be matched either as a key name (the |
| -- non-zero value), a plain string value anywhere in the record (e.g. "melee"
| | -- property exists with a non-zero value) or as a plain string value anywhere |
| -- matching Scale.Type = "melee"), a "Key:Value" pair, or a dotted path with an
| | -- in the record (e.g. "melee" matching Scale.Type = "melee"). |
| -- optional value ("Scale.Type:cooldown"). See p.entity_matches for details.
| |
| -- @param dataset string one of the GameData.Dataset constants | | -- @param dataset string one of the GameData.Dataset constants |
| -- @param properties table array of property strings | | -- @param properties table array of property strings |
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|
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|
| for _, record in pairs(data) do | | for _, record in pairs(data) do |
| if is_active(record) and p.entity_matches(record, properties) then | | if is_active(record) then |
| table.insert(results, record)
| | for _, prop in ipairs(properties) do |
| | if record_matches_prop(record, prop) then |
| | table.insert(results, record) |
| | break |
| | end |
| | end |
| end | | end |
| end | | end |
|
| |
|
| return results | | return results |
| end
| |
|
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| --------------------------------------------------------------------------------
| |
| -- Unified property lookup: get_prop
| |
| -- Uses ResourceLookup to route directly to the correct dataset.
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| -- Returns raw values for use in templates and expressions.
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| --------------------------------------------------------------------------------
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|
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| -- Find an entity by display name or internal key.
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| -- Uses ResourceLookup type field to go directly to the right dataset.
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| -- Returns (entity_record, type_string, internal_key) or (nil, nil, nil).
| |
| local function find_entity(identifier)
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| local resource = mw.loadJsonData("Data:ResourceLookup.json")[identifier:lower()]
| |
| if resource then
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| local data
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| if resource.type == "ability" then
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| data = mw.loadJsonData(p.Dataset.ABILITIES)
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| elseif resource.type == "hero" then
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| data = mw.loadJsonData(p.Dataset.HEROES)
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| elseif resource.type == "item" then
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| data = mw.loadJsonData(p.Dataset.ITEMS)
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| end
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| if data and data[resource.key] then
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| return data[resource.key], resource.type, resource.key
| |
| end
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| end
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|
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| -- Fallback: try as direct internal key
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| local datasets = {
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| { p.Dataset.ABILITIES, "ability" },
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| { p.Dataset.HEROES, "hero" },
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| { p.Dataset.ITEMS, "item" },
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| }
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| for _, ds in ipairs(datasets) do
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| local data = mw.loadJsonData(ds[1])
| |
| if data[identifier] then return data[identifier], ds[2], identifier end
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| end
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|
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| return nil, nil, nil
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| end
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|
| |
| -- Traverse a table using dot notation, unwrap tables with a .Value field.
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| -- Supports numeric indices for arrays (e.g. "Upgrades.1.WeaponDamageBonus").
| |
| local function resolve_prop(tbl, prop)
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| if not prop or prop == "" then return nil end
| |
| local element = tbl
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| for segment in string.gmatch(prop, "[^%.]+") do
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| if type(element) ~= "table" then return nil end
| |
| local next = element[segment]
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| if next == nil then
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| local num = tonumber(segment)
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| if num then next = element[num] end
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| end
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| element = next
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| if element == nil then return nil end
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| end
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| if type(element) == "table" then
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| return element.Value or ""
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| end
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| return element
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| end
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|
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| -- Looks up a console variable in Data:Convars.json. A convar value is stored
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| -- either as a plain scalar (e.g. "adsp_alley_min": 122) or as a table holding
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| -- the value plus a description (e.g. { value = 75, description = "..." }), in
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| -- which case only the value is returned. The exact key is tried first, then a
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| -- lower-case form. Returns (value, found).
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| local function lookup_convar(key)
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| local data = mw.loadJsonData(p.Dataset.CONVARS)
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| local entry = data[key]
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| if entry == nil then
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| entry = data[mw.ustring.lower(key)]
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| end
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| if entry == nil then
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| return nil, false
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| end
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| if type(entry) == "table" then
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| return entry.value, true
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| end
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| return entry, true
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| end
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|
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| -- {{#invoke:GameData|get_prop|...}}
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| -- Two modes:
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| -- Entity: {{#invoke:GameData|get_prop|ENTITY_NAME|PROPERTY|VARIANT}}
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| -- Finds entity via ResourceLookup, returns the raw value (no
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| -- formatting). Supports dot notation for nested properties
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| -- (e.g. "Scale.Value"); tables with a .Value field are unwrapped.
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| -- The optional VARIANT selects a game mode variant. "Street Brawl"
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| -- (case and spacing insensitive) returns the value changed for
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| -- Street Brawl, falling back to the base value when Street Brawl
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| -- does not change that property.
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| -- Convar: {{#invoke:GameData|get_prop|Convar|CONVAR_NAME}}
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| -- Looks up the convar in Data:Convars.json and returns its value,
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| -- unwrapping the { value, description } form when present.
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| function p.get_prop(frame)
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| local arg1 = frame.args[1]
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| local arg2 = frame.args[2]
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| local arg3 = frame.args[3]
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| if not arg1 then return "" end
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|
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| -- Convar mode: first argument is the literal keyword "Convar".
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| if mw.ustring.lower(arg1) == "convar" then
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| if not arg2 or arg2 == "" then return "" end
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| local value, found = lookup_convar(arg2)
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| if not found then
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| return '<span style="color:red;">Convar not found: ' .. arg2 .. '</span>'
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| end
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| if value == nil then return "" end
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| return value
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| end
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|
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| -- Entity mode: search abilities, heroes, and items.
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| local name = arg1
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| local prop = arg2
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| if not prop then return "" end
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|
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| local entity, etype, ekey = find_entity(name)
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| if not entity then
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| return '<span style="color:red;">Entity not found: ' .. name .. '</span>'
| |
| end
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|
| |
| -- Street Brawl changes a handful of ability properties. The overlay lists
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| -- only what changed, so a miss here just means "unchanged" and the base
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| -- record answers instead. That includes the empty string resolve_prop
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| -- returns for a table with no Value field: the overlay records are partial,
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| -- so an overridden table often holds nothing but a nested Scale.
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| if arg3 and arg3 ~= "" then
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| local mode = mw.ustring.lower(mw.text.trim(arg3))
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| mode = mode:gsub("%s+", "")
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| if mode ~= "streetbrawl" then
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| return '<span style="color:red;">Unknown variant: ' .. arg3 .. '</span>'
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| end
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| if etype == "ability" then
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| local changed = mw.loadJsonData(STREET_BRAWL)["ability-changes"][ekey]
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| if changed then
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| local value = resolve_prop(changed, prop)
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| if value ~= nil and value ~= "" then return value end
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| end
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| end
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| end
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|
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| local result = resolve_prop(entity, prop)
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| if result ~= nil then return result end
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|
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| return '<span style="color:red;">Prop not found: ' .. name .. '/' .. prop .. '</span>'
| |
| end | | end |
|
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|
| return p | | return p |