Module:CollectorsData
From Against the Storm Official Wiki
Documentation for this module may be created at Module:CollectorsData/doc
--- @module CollectorsData
local CollectorsData = {}
--region Dependencies
local DATA_TEMPLATE_NAME = "Template:Collectors_csv"
local CsvUtils = require("Module:CsvUtils")
-- Some dependencies are loaded lazily
local GoodsData
--endregion
--region Private member variables
--- Main data tables, like this: table[ID] = table containing data for that ID
local collectorsTable
--- Supporting table, list of names table[i] = name.
local collectorsNames
--- Lookup map. Built once and reused on subsequent calls within this session,
--- like this: table[display name] = id
local mapNamesToIDs
--- Lookup map. Built once and reused on subsequent calls within this session,
--- like this: table[goodID] = { name1, name2, ... }
local mapRecipeGoodIDsToCollectorNames
--endregion
--region Private constants
local INDEX_ID = "id"
local INDEX_NAME = "displayName"
local INDEX_DESCRIPTION = "description"
local INDEX_CATEGORY = "category"
local INDEX_SIZE_X = "sizeX"
local INDEX_SIZE_Y = "sizeY"
local INDEX_CONSTRUCTION_TIME = "constructionTime"
local INDEX_CITY_SCORE = "cityScore"
local INDEX_MOVABLE = "movable"
local INDEX_INITIALLY_ESSENTIAL = "initiallyEssential"
local INDEX_STORAGE = "storage"
local INDEX_REQUIRED_GOODS = "requiredGoods" -- table
local INDEX_WORKPLACES = "workplaces" -- table
local INDEX_RECIPES = "recipes" -- table
local INDEX_CONSTRUCTION_GOODS_STACK_SIZE = "stackSize"
local INDEX_CONSTRUCTION_GOODS_GOOD_ID = "goodID"
local INDEX_RECIPE_GOOD_ID = "goodID"
local INDEX_RECIPE_STACK_SIZE = "stackSize"
local INDEX_RECIPE_GRADE = "grade"
local INDEX_RECIPE_PRODUCTION_TIME = "productionTime"
local PATTERN_SPLIT_STACK_AND_ID = "(%d+)%s([%[%]%s%a]+)"
local PATTERN_CAPTURE_END_NUMBER = "(%d)$"
--endregion
--region Private methods
---
--- Creates a new subtable containing the construction goods required for the
--- specified building.
---
--- @param originalBuilding table data record from which to make subtable
--- @param headerLookup table header lookup built from the CSV data
--- @return table subtable with the required construction goods
local function makeRequiredGoodsSubtable(originalBuilding, headerLookup)
-- A constant we'll need only within this function.
local REQ_GOOD_HEADER_BASE_STRING = "requiredGood"
-- Copy the originals directly into a subtable.
local requiredIndex1 = headerLookup[REQ_GOOD_HEADER_BASE_STRING .. "1"]
local requiredIndex2 = headerLookup[REQ_GOOD_HEADER_BASE_STRING .. "2"]
local requiredIndex3 = headerLookup[REQ_GOOD_HEADER_BASE_STRING .. "3"]
local number1, id1 = originalBuilding[requiredIndex1]:match(PATTERN_SPLIT_STACK_AND_ID)
local number2, id2 = originalBuilding[requiredIndex2]:match(PATTERN_SPLIT_STACK_AND_ID)
local number3, id3 = originalBuilding[requiredIndex3]:match(PATTERN_SPLIT_STACK_AND_ID)
-- don't add subtables that would just contain nils
local requiredGoods = {
number1 and id1 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number1), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id1 } or nil,
number2 and id2 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number2), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id2 } or nil,
number3 and id3 and { [INDEX_CONSTRUCTION_GOODS_STACK_SIZE] = tonumber(number3), [INDEX_CONSTRUCTION_GOODS_GOOD_ID] = id3 } or nil
}
return requiredGoods
end
---
--- Creates a new subtable containing the workplaces available in the specified
--- building.
---
--- @param originalBuilding table data record from which to make subtable
--- @param headerLookup table header lookup built from the CSV data
--- @return table subtable with the workplaces
local function makeWorkplacesSubtable(originalBuilding, headerLookup)
-- A constant we'll need only within this function.
local WORKPLACE_HEADER_BASE_STRING = "workplace"
-- Copy the originals directly into a subtable.
local workplaceIndex1 = headerLookup[WORKPLACE_HEADER_BASE_STRING .. "1"]
local workplaceIndex2 = headerLookup[WORKPLACE_HEADER_BASE_STRING .. "2"]
local workplaceIndex3 = headerLookup[WORKPLACE_HEADER_BASE_STRING .. "3"]
local workplaceIndex4 = headerLookup[WORKPLACE_HEADER_BASE_STRING .. "4"]
local workplace1 = originalBuilding[workplaceIndex1]
local workplace2 = originalBuilding[workplaceIndex2]
local workplace3 = originalBuilding[workplaceIndex3]
local workplace4 = originalBuilding[workplaceIndex4]
-- if it's not an empty string, then save that to the table, otherwise nil
local workplaces = {
(workplace1 ~= "" and workplace1) or nil,
(workplace2 ~= "" and workplace2) or nil,
(workplace3 ~= "" and workplace3) or nil,
(workplace4 ~= "" and workplace4) or nil
}
return workplaces
end
---
--- Creates a new subtable containing the recipes available in the specified
--- building.
---
--- @param buildingName string the display name of the building
--- @param originalBuilding table data record from which to make subtable
--- @param headerLookup table header lookup built from the CSV data
--- @return table subtable with the recipe IDs
local function makeRecipesSubtable(buildingName, originalBuilding, headerLookup)
-- A constant we'll need only within this function.
local MAX_RECIPES = 3
local LOOKUP_RECIPE_BASE_STRING = "recipe"
local LOOKUP_GOOD_SUFFIX_STRING = "Good"
local LOOKUP_GRADE_SUFFIX_STRING = "Grade"
local LOOKUP_TIME_SUFFIX_STRING = "ProductionTime"
if not mapRecipeGoodIDsToCollectorNames then
mapRecipeGoodIDsToCollectorNames = {}
end
-- Copy the originals directly into a subtable.
local recipes = {}
for i = 1, MAX_RECIPES do
-- A subtable for this recipe
newRecipe = {}
local originalGoodIndex = headerLookup[LOOKUP_RECIPE_BASE_STRING .. i
.. LOOKUP_GOOD_SUFFIX_STRING]
local originalGradeIndex = headerLookup[LOOKUP_RECIPE_BASE_STRING .. i
.. LOOKUP_GRADE_SUFFIX_STRING]
local originalTimeIndex = headerLookup[LOOKUP_RECIPE_BASE_STRING .. i
.. LOOKUP_TIME_SUFFIX_STRING]
local originalStackSize, originalGoodID = originalBuilding[originalGoodIndex]:match(PATTERN_SPLIT_STACK_AND_ID)
-- Skip blank recipes.
if originalGoodID and originalGoodID ~= "" then
newRecipe[INDEX_RECIPE_GOOD_ID] = originalGoodID
newRecipe[INDEX_RECIPE_STACK_SIZE] = tonumber(originalStackSize)
newRecipe[INDEX_RECIPE_GRADE] = tonumber(originalBuilding[originalGradeIndex]:match(PATTERN_CAPTURE_END_NUMBER))
newRecipe[INDEX_RECIPE_PRODUCTION_TIME] = tonumber(originalBuilding[originalTimeIndex])
table.insert(recipes,newRecipe)
if not mapRecipeGoodIDsToCollectorNames[originalGoodID] then
mapRecipeGoodIDsToCollectorNames[originalGoodID] = {}
end
table.insert(mapRecipeGoodIDsToCollectorNames[originalGoodID], buildingName)
end
end
return recipes
end
---
--- Transforms the originalCollectorsTable returned from CSV processing to be
--- more conducive to member functions looking up data. Converts text strings
--- into subtables. Converts header row into field keys on every record and
--- stores records by id rather than arbitrary integer.
---
--- @param originalCollectorsTable table of CSV-based data, with header row, data rows
--- @param headerLookup table lookup table of headers to get indexes
--- @return table better structured with IDs as keys
local function restructureCollectors(originalCollectorsTable, headerLookup)
-- A few constants we need only in this function.
local DATA_ROWS = 2
local INDEX_ORIGINAL_ID = 1
local INDEX_ORIGINAL_NAME = 2
local INDEX_ORIGINAL_DESCRIPTION = 3
local INDEX_ORIGINAL_CATEGORY = 4
local INDEX_ORIGINAL_SIZE_X = 5
local INDEX_ORIGINAL_SIZE_Y = 6
-- Required goods are indexes 7, 8, 9
local INDEX_ORIGINAL_CONSTRUCTION_TIME = 10
local INDEX_ORIGINAL_CITY_SCORE = 11
local INDEX_ORIGINAL_MOVABLE = 12
local INDEX_ORIGINAL_ESSENTIAL = 13
local INDEX_ORIGINAL_STORAGE = 14
mapNamesToIDs = {}
collectorsNames = {}
local newCollectorsTable = {}
for _, originalCollector in ipairs(originalCollectorsTable[DATA_ROWS]) do
-- Copy over the content, mapping unhelpful indexes into headers keys.
local newCollector = {}
newCollector[INDEX_ID] = originalCollector[INDEX_ORIGINAL_ID]
newCollector[INDEX_NAME] = originalCollector[INDEX_ORIGINAL_NAME]
newCollector[INDEX_DESCRIPTION] = originalCollector[INDEX_ORIGINAL_DESCRIPTION]
newCollector[INDEX_CATEGORY] = originalCollector[INDEX_ORIGINAL_CATEGORY]
newCollector[INDEX_SIZE_X] = tonumber(originalCollector[INDEX_ORIGINAL_SIZE_X])
newCollector[INDEX_SIZE_Y] = tonumber(originalCollector[INDEX_ORIGINAL_SIZE_Y])
newCollector[INDEX_CITY_SCORE] = tonumber(originalCollector[INDEX_ORIGINAL_CITY_SCORE])
newCollector[INDEX_MOVABLE] = originalCollector[INDEX_ORIGINAL_MOVABLE] == "True"
newCollector[INDEX_INITIALLY_ESSENTIAL] = originalCollector[INDEX_ORIGINAL_ESSENTIAL] == "True"
newCollector[INDEX_STORAGE] = tonumber(originalCollector[INDEX_ORIGINAL_STORAGE])
newCollector[INDEX_CONSTRUCTION_TIME] = tonumber(originalCollector[INDEX_ORIGINAL_CONSTRUCTION_TIME])
newCollector[INDEX_REQUIRED_GOODS] = makeRequiredGoodsSubtable(originalCollector, headerLookup)
newCollector[INDEX_WORKPLACES] = makeWorkplacesSubtable(originalCollector, headerLookup)
newCollector[INDEX_RECIPES] = makeRecipesSubtable(newCollector[INDEX_NAME], originalCollector, headerLookup)
newCollectorsTable[ newCollector[INDEX_ID] ] = newCollector
table.insert(collectorsNames, newCollector[INDEX_NAME])
-- Also populate the map for looking up IDs with display names
mapNamesToIDs[ newCollector[INDEX_NAME] ] = newCollector[INDEX_ID]
end
return newCollectorsTable
end
---
--- Data loader function that uses the utility module and restructures the data
--- to be easier to access for invoking methods and later method calls. This
--- method is automatically called by all public member functions if the main
--- data table has not yet been populated in the current session.
local function loadData()
-- Utility module retrieves the data as basic, flat lua tables.
local originalCollectorsTable, headerLookup = CsvUtils.extractTables(DATA_TEMPLATE_NAME)
-- Now restructure to be more conducive.
collectorsTable = restructureCollectors(originalCollectorsTable, headerLookup)
end
local function load()
if not collectorsTable then
loadData()
end
end
---
--- Uses the display name, which people are more familiar with, to find the
--- encoded ID of the building. Useful for retrieving the data that is
--- indexed by ID.
---
--- Returns nil if the building with the specified name is not found.
---
--- @param displayName string plain-language name of the building to find
--- @return string ID of the building found, or nil if not found
local function findIDByName(displayName)
-- At runtime, this should never be nil or empty, so throw an error.
if not displayName or displayName == "" then
error("Parameter is nil or empty for name: " .. displayName .. ".")
end
if not collectorsTable then
loadData()
end
return mapNamesToIDs[displayName]
end
--endregion
--region Public methods
--- Retrieve the whole table of data for the specified collector. Instead of
--- this, you should probably be calling the individual getter methods.
---
--- Throws an error if called with nil or empty string. Returns nil if the
--- specified collector cannot be found.
---
--- @param id string ID of the collector
--- @return table containing the data with key-value pairs, or nil if not found
function CollectorsData.getAllDataForCollectorByID(id)
-- At runtime, this should never be nil or empty.
if not id or id == "" then
error("Parameter is nil or empty for the id.")
end
if not collectorsTable then
loadData()
end
return collectorsTable[id]
end
--- Retrieve the whole table of data for the specified collector. Instead of
--- this, you should probably be calling the individual getter methods.
---
--- Throws an error if called with nil or empty string. Returns nil if the
--- specified collector cannot be found.
---
--- @param displayName string plain language name of the collector
--- @return table containing the data with key-value pairs, or nil if not found
function CollectorsData.getAllDataForCollector(displayName)
-- At runtime, this should never be nil or empty.
if not displayName or displayName == "" then
error("Parameter is nil or empty for the name.")
end
if not collectorsTable then
loadData()
end
local id = findIDByName(displayName)
if not id then
return nil
end
return collectorsTable[id]
end
---
--- Retrieves the ID for the collector specified by its plain language
--- display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return string the ID of the specified collector
function CollectorsData.getCollectorID(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_ID]
end
---
--- Retrieves the description for the collector specified by its plain
--- language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return string the in-game description of the specified collector
function CollectorsData.getCollectorDescription(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_DESCRIPTION]
end
---
--- Retrieves the construction toolbar category for the collector specified
--- by its plain language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return string the category of the specified collector
function CollectorsData.getCollectorCategory(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_CATEGORY]
end
---
--- Retrieves the 2x2 size for the collector specified by its plain language
--- display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return number the X-size of the collector
---@return number the Y-size of the collector
function CollectorsData.getCollectorSize(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_SIZE_X], collector[INDEX_SIZE_Y]
end
---
--- Retrieves the goods required for construction for the collector specified
--- by its plain language display name, in a table that looks like this:
---
--- ["requiredGoods"] = {
--- [1] = { ["stackSize"] = 99, ["goodID"] = "good1_ID" },
--- [2] = { ["stackSize"] = 99, ["goodID"] = "good2_ID" },
--- [3] = { ... } or missing if fewer
--- }
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return table of required goods
function CollectorsData.getAllCollectorRequiredGoods(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_REQUIRED_GOODS]
end
---
--- Retrieves the specified required construction good for the collector
--- specified by its plain language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@param requirementIndex number which construction good to retrieve
---@return string the ID of the good that is required, or nil if none
---@return number the stack size of that good, or nil if none
function CollectorsData.getCollectorRequiredGood(displayName, requirementIndex)
local requiredGoods = CollectorsData.getAllCollectorRequiredGoods(displayName)
if not requiredGoods then
return nil
end
local requirement = requiredGoods[requirementIndex]
if not requirement then
return nil
end
return requirement[INDEX_CONSTRUCTION_GOODS_GOOD_ID], requirement[INDEX_CONSTRUCTION_GOODS_STACK_SIZE]
end
---
--- Retrieves the construction time for the collector specified by its plain
--- language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return number of seconds it takes to construct the collector
function CollectorsData.getCollectorConstructionTime(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_CONSTRUCTION_TIME]
end
---
--- Retrieves the city score awarded for the collector specified by its plain
--- language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return number of points for city score from having the collector
function CollectorsData.getCollectorCityScore(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_CITY_SCORE]
end
---
--- Retrieves whether the collector specified by its plain language display
--- name can be moved, at any cost.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return boolean of whether the collector can be moved
function CollectorsData.isCollectorMovable(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_MOVABLE]
end
---
--- Retrieves whether the collector specified by its plain language display
--- name has an essential starting blueprint for a new game profile.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return boolean of whether the collector's blueprint is essential
function CollectorsData.isCollectorInitiallyEssential(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_INITIALLY_ESSENTIAL]
end
---
--- Retrieves the storage capacity of the collector specified by its plain
--- language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return number of storage capacity at the collector
function CollectorsData.getCollectorStorage(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_STORAGE]
end
---
--- Retrieves the table of workplaces for the collector specified by its
--- plain language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return table of workplaces
function CollectorsData.getAllCollectorWorkplaces(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_WORKPLACES]
end
---
--- Retrieves the number of workplaces for the collector specified by its
--- plain language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return number of workplaces
function CollectorsData.getCollectorNumberOfWorkplaces(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return #collector[INDEX_WORKPLACES]
end
---
--- Retrieves the table of recipes for the collector specified by its
--- plain language display name, in a table that looks like this:
---
--- ["recipes"] = {
--- [1] = "recipe1_ID",
--- [2] = "recipe2_ID",
--- [3] = "recipe3_ID",
--- [4] = ... or missing if fewer
--- }
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return table of recipe IDs
function CollectorsData.getAllCollectorRecipes(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
return collector[INDEX_RECIPES]
end
---
--- Retrieves the number of recipes for the collector specified by its
--- plain language display name, in a table that looks like this:
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return number of recipes at the collector
function CollectorsData.getCollectorNumberOfRecipes(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return 0
end
local recipes = collector[INDEX_RECIPES]
if not recipes then
return 0
end
return #recipes
end
---
--- Retrieves the product's ID and the stack size produced by the specified
--- recipe at the collector specified by its plain language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@param recipeIndex number the index of the recipe ID
---@return string the ID of the good produced by the specified recipe
function CollectorsData.getCollectorRecipeProduct(displayName, recipeIndex)
local recipes = CollectorsData.getAllCollectorRecipes(displayName)
if not recipes then
return nil
end
local recipe = recipes[recipeIndex]
if not recipe then
return nil
end
return recipe[INDEX_RECIPE_GOOD_ID], recipe[INDEX_RECIPE_STACK_SIZE]
end
---
--- Retrieves the other stats for specified recipe at the collector specified by
--- its plain language display name: the efficiency grade and the gathering
--- time.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@param recipeIndex number the index of the recipe ID
---@return number of stars, the grade of the specified recipe
---@return number of seconds for gathering
function CollectorsData.getCollectorRecipeStats(displayName, recipeIndex)
local recipes = CollectorsData.getAllCollectorRecipes(displayName)
if not recipes then
return nil
end
local recipe = recipes[recipeIndex]
if not recipe then
return nil
end
return recipe[INDEX_RECIPE_GRADE], recipe[INDEX_RECIPE_PRODUCTION_TIME]
end
---
--- Retrieves the icon filename for the collector specified by its plain
--- language display name.
---
--- Returns nil if the collector named was not found.
---
---@param displayName string the plain language name of the collector
---@return string the collector's icon filename, including the extension
function CollectorsData.getCollectorIcon(displayName)
local collector = CollectorsData.getAllDataForCollector(displayName)
if not collector then
return nil
end
-- the base string of the icon is the ID. It has to be not nil to
-- concatenate
if collector[INDEX_ID] then
return collector[INDEX_ID] .. "_icon.png"
else
return nil
end
end
---
--- Retrieves the plain language display name for the collector specified by
--- its ID.
---
--- Returns nil if the collector named was not found.
---
---@param id string the ID of the collector
---@return string the collector's name as seen in-game
function CollectorsData.getCollectorNameByID(id)
local collector = CollectorsData.getAllDataForCollectorByID(id)
if not collector then
return nil
end
return collector[INDEX_NAME]
end
---
--- Retrieves the icon filename for the the collector specified by its ID.
---
--- Returns nil if the collector named was not found.
---
---@param id string the ID of the collector
---@return string the collector's icon filename, including the extension
function CollectorsData.getCollectorIconByID(id)
local collector = CollectorsData.getAllDataForCollectorByID(id)
if not collector then
return nil
end
-- the base string of the icon is the ID. It has to be not nil to
-- concatenate
if collector[INDEX_ID] then
return collector[INDEX_ID] .. "_icon.png"
else
return nil
end
end
---
--- Retrieve all display names of collectors that have a recipe that produces the
--- specified product ID.
---
---@param productID string the ID of the good to produce
---@return table of collector names that produce the specified good
function CollectorsData.getCollectorNamesWithRecipeProductID(productID)
-- At runtime, this should never be nil or empty.
if not productID or productID == "" then
error("Parameter is nil or empty for product ID.")
end
if not collectorsTable then
loadData()
end
return mapRecipeGoodIDsToCollectorNames[productID]
end
---
--- Retrieves the name of the collector at the specified index.
---
---@param index number index
---@return string name of the building at the specified index
function CollectorsData.getCollectorNameFromDatabase(index)
if not index then
return nil
end
if not collectorsTable then
loadData()
end
return collectorsNames[index]
end
---
--- Returns the number of buildings that can be retrieved from this
--- module's database.
---
---@return number of records
function CollectorsData.getNumberOfCollectorsInDatabase()
if not collectorsTable then
loadData()
end
return #collectorsNames
end
--endregion
--region Public Building interface
-- getID(displayName)
-- getCategory
-- getCityScore
-- getConstructionCosts (as [goodName] = stack size)
-- getConstructionTime
-- getDescription
-- getIcon
-- isMovable
-- getName
-- getNumberOfWorkplaces
-- getSize (as "X x Y")
-- getStorage
function CollectorsData.getID(displayName)
load()
return mapNamesToIDs[displayName]
end
function CollectorsData.getCategory(id)
load()
return collectorsTable[id] ~= nil and collectorsTable[id][INDEX_CATEGORY]
end
function CollectorsData.getCityScore(id)
load()
return collectorsTable[id] ~= nil and collectorsTable[id][INDEX_CITY_SCORE]
end
function CollectorsData.getConstructionCosts(id)
load()
GoodsData = require("Module:GoodsData")
collector = collectorsTable[id]
if not collector then
return false
end
local constructionCosts = {}
for _, stacks in ipairs(collector[INDEX_REQUIRED_GOODS]) do
local goodName = GoodsData.getGoodNameByID(stacks[INDEX_CONSTRUCTION_GOODS_GOOD_ID])
constructionCosts[goodName] = stacks[INDEX_CONSTRUCTION_GOODS_STACK_SIZE]
end
return constructionCosts
end
function CollectorsData.getConstructionTime(id)
load()
return collectorsTable[id] ~= nil and collectorsTable[id][INDEX_CONSTRUCTION_TIME]
end
function CollectorsData.getDescription(id)
load()
return collectorsTable[id] ~= nil and collectorsTable[id][INDEX_DESCRIPTION]
end
function CollectorsData.getIcon(id)
load()
return collectorsTable[id] ~= nil and id .. "_icon.png"
end
function CollectorsData.isMovable(id)
load()
return collectorsTable[id] ~= nil and collectorsTable[id][INDEX_MOVABLE]
end
function CollectorsData.getName(id)
load()
return collectorsTable[id] ~= nil and collectorsTable[id][INDEX_NAME]
end
function CollectorsData.getNumberOfWorkplaces(id)
load()
return collectorsTable[id] ~= nil and #collectorsTable[id][INDEX_WORKPLACES]
end
function CollectorsData.getSize(id)
load()
collector = collectorsTable[id]
if not collector then
return false
end
return collector[INDEX_SIZE_X] .. " × " .. collector[INDEX_SIZE_Y]
end
function CollectorsData.getStorage(id)
load()
return collectorsTable[id] ~= nil and collectorsTable[id][INDEX_STORAGE]
end
--endregion
return CollectorsData


