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record_matches_prop: unwrap table-valued properties before zero-check to fix false positives where Value = 0 (with help from vergir-bot LLM) |
m skip AutoRegisterModifierValueFromAbilityPropertyName on property matchin |
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| Line 38: | Line 38: | ||
end | end | ||
end | end | ||
if type(v) == "table" 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 | ||
Revision as of 21:31, 30 May 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
return p