Module:GameDataGive feedback
Documentation for this module may be created at Module:GameData/doc
-- Provides generic access to game data files
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 ~= "DisabledStateMask" 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
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-- Unified property lookup: get_prop
-- Uses ResourceLookup to route directly to the correct dataset.
-- Returns raw values for use in templates and expressions.
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-- 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) or (nil, nil).
local function find_entity(identifier)
local resource = mw.loadJsonData("Data:ResourceLookup.json")[identifier:lower()]
if resource then
local data
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
end
end
-- Fallback: try as direct internal key
local datasets = {
{ p.Dataset.ABILITIES, "ability" },
{ p.Dataset.HEROES, "hero" },
{ p.Dataset.ITEMS, "item" },
}
for _, ds in ipairs(datasets) do
local data = mw.loadJsonData(ds[1])
if data[identifier] then return data[identifier], ds[2] end
end
return nil, nil
end
-- 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)
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
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
end
if type(element) == "table" then
return element.Value or ""
end
return element
end
-- {{#invoke:GameData|get_prop|ENTITY_NAME|PROPERTY}}
-- 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 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
local entity, etype = find_entity(name)
if not entity then
return '<span style="color:red;">Entity not found: ' .. name .. '</span>'
end
local result = resolve_prop(entity, prop)
if result ~= nil then return result end
return '<span style="color:red;">Prop not found: ' .. name .. '/' .. prop .. '</span>'
end
return p