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Add get_prop: unified property lookup across abilities, heroes, and items (with help from vergir-bot LLM) |
Return visible error message when entity/property not found in get_prop (with help from vergir-bot LLM) |
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| Line 181: | Line 181: | ||
end | end | ||
return "" | return '<span style="color:red;">Prop not found: ' .. name .. ' | ' .. prop .. '</span>' | ||
end | end | ||
return p | return p | ||
Revision as of 12:38, 1 June 2026
Documentation for this module may be created at Module:GameData/doc
-- Module:GameData
-- Provides generic access to game data files, with consistent active-entity filtering.
-- Used by ItemTables, and intended for future AbilityTables, HeroTables, etc.
local p = {}
-- Dataset descriptors. Values are the data file paths passed to mw.loadJsonData.
-- Callers should use these constants rather than raw strings.
p.Dataset = {
ITEMS = "Data:ItemData.json",
ABILITIES = "Data:AbilityData.json",
HEROES = "Data:HeroData.json",
}
-- Returns true if a record represents an active, usable entity.
-- Applies consistently across all datasets:
-- - IsDisabled must not be true
-- - Name must not be nil
-- - IsSelectable, if present, must not be false
local function is_active(record)
if record["IsDisabled"] == true then return false end
if record["Name"] == nil then return false end
if record["IsSelectable"] ~= nil and record["IsSelectable"] == false then return false end
return true
end
-- Recursively searches a record for a match against prop, which may be:
-- - a key name: matches if the key exists with a non-zero/non-empty value
-- - a plain value: matches if the string appears as a value anywhere in the record
-- Returns true if a match is found, false otherwise.
local function record_matches_prop(record, prop)
for k, v in pairs(record) do
-- Key match: property name exists with a meaningful value
if k == prop then
if type(v) == "table" then v = v["Value"] end
if v ~= nil and v ~= 0 and v ~= "" and v ~= "0" and v ~= "0m" then
return true
end
end
if type(v) == "table" and k ~= "AutoRegisterModifierValueFromAbilityPropertyName" then
if record_matches_prop(v, prop) then return true end
elseif type(v) == "string" then
-- Value match: prop string appears as a value (e.g. Scale.Type = "melee")
if v == prop then return true end
end
end
return false
end
-- Returns all active entities from a dataset that match at least one of the
-- given properties. A property may be matched either as a key name (the
-- property exists with a non-zero value) or as a plain string value anywhere
-- in the record (e.g. "melee" matching Scale.Type = "melee").
-- @param dataset string one of the GameData.Dataset constants
-- @param properties table array of property strings
-- @return table array of matching entity records
function p.get_entities(dataset, properties)
local data = mw.loadJsonData(dataset)
local results = {}
for _, record in pairs(data) do
if is_active(record) then
for _, prop in ipairs(properties) do
if record_matches_prop(record, prop) then
table.insert(results, record)
break
end
end
end
end
return results
end
--------------------------------------------------------------------------------
-- Unified property lookup: get_prop
-- Searches Abilities → Heroes → Items, returns raw values for use in templates.
--------------------------------------------------------------------------------
-- Lazy-loaded data caches
local _ability_data, _item_data, _hero_data, _resource_lookup
local function load_ability_data()
if not _ability_data then _ability_data = mw.loadJsonData(p.Dataset.ABILITIES) end
return _ability_data
end
local function load_item_data()
if not _item_data then _item_data = mw.loadJsonData(p.Dataset.ITEMS) end
return _item_data
end
local function load_hero_data()
if not _hero_data then _hero_data = mw.loadJsonData(p.Dataset.HEROES) end
return _hero_data
end
-- Find an ability by key or display name (mirrors Module:Abilities logic)
local function find_ability(identifier)
local data = load_ability_data()
if data[identifier] then return data[identifier] end
if not _resource_lookup then
_resource_lookup = mw.loadJsonData("Data:ResourceLookup.json")
end
local resource = _resource_lookup[identifier:lower()]
if resource then return data[resource.key] end
return nil
end
-- Find an item by display name (mirrors Module:ItemData logic, prefers active)
local function find_item(name)
local data = load_item_data()
for _, v in pairs(data) do
if v["Name"] == name and is_active(v) then return v end
end
for _, v in pairs(data) do
if v["Name"] == name then return v end
end
return nil
end
-- Find a hero by key or display name (mirrors Module:HeroData logic)
local function find_hero(identifier)
local data = load_hero_data()
if data[identifier] then return data[identifier] end
for _, v in pairs(data) do
if v["Name"] == identifier then return v end
end
return nil
end
-- Traverse a table using dot notation, unwrap tables with a .Value field
local function resolve_prop(tbl, prop)
if not prop or prop == "" then return nil end
local element = tbl
for segment in string.gmatch(prop, "[^%.]+") do
if type(element) ~= "table" then return nil end
element = element[segment]
if element == nil then return nil end
end
if type(element) == "table" then
return element.Value or ""
end
return element
end
-- {{#invoke:GameData|get_prop|ENTITY_NAME|PROPERTY}}
-- Searches Abilities → Heroes → Items. Returns the raw value (no formatting).
-- Supports dot notation for nested properties (e.g. "Scale.Value").
-- Tables with a .Value field are automatically unwrapped.
function p.get_prop(frame)
local name = frame.args[1]
local prop = frame.args[2]
if not name or not prop then return "" end
-- 1. Abilities
local entity = find_ability(name)
if entity then
local result = resolve_prop(entity, prop)
if result ~= nil then return result end
end
-- 2. Heroes (also checks Weapon / Weapon.AltFire)
entity = find_hero(name)
if entity then
local result = resolve_prop(entity, prop)
if result ~= nil then return result end
if entity.Weapon then
result = resolve_prop(entity.Weapon, prop)
if result ~= nil then return result end
if entity.Weapon.AltFire then
result = resolve_prop(entity.Weapon.AltFire, prop)
if result ~= nil then return result end
end
end
end
-- 3. Items
entity = find_item(name)
if entity then
local result = resolve_prop(entity, prop)
if result ~= nil then return result end
end
return '<span style="color:red;">Prop not found: ' .. name .. ' | ' .. prop .. '</span>'
end
return p