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