Module:GameData

Revision as of 20:39, 1 June 2026 by Vergir (talk | contribs) (Support numeric array indices in dot notation for Upgrades etc (with help from vergir-bot LLM))

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 ~= "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
-- 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) 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