Module:LocUnitData: Difference between revisions

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m Correct typo in unit name (the game uses american 'Armored' rather than british 'Armoured')
 
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-- Подключаем зависимости
-- Подключаем зависимости
local LangStrings = require("Module:LocGetString")
local LangStrings = require("Module:LocGetString")
local LocGameEntities = require("Module:LocGameEntities")
local UnitModule  = require("Module:Unit") -- наш новый модуль


local dataCache = nil
-----------------------------------------------
-- ЛОКАЛЬНЫЕ ПЕРЕМЕННЫЕ
-----------------------------------------------
local factions = {
    Temple = {
        "Swordsman",
        "Guard Captain",
        "Sun's Aegis",
        "Crossbowman",
        "Austringer",
        "Marksman",
        "Griffin",
        "Temple Griffin",
        "Guardian Griffin",
        "Lightweaver",
        "Hierophant",
        "Sun Herald",
        "Cavalry",
        "Noble Cavalry",
        "Sunspear Cavalry",
        "Inquisitor",
        "Mother Superior",
        "Excommunicator",
        "Angel",
        "Archangel",
        "Apotheosis"
    },
   
    Necropolis = {
        "Skeleton",
        "Skeleton Warrior",
        "Skeleton Archer",
        "Wight",
        "Wraith",
        "Phantasm",
        "Undead Pet",
        "Barghest",
        "Armored Hound",
        "Graverobber",
        "Merchant of Death",
        "Kennelmaster",
        "Lich",
        "Pestilent Lich",
        "Sanguine Lich",
        "Dread Knight",
        "Avatar of War",
        "Hollow Reaper",
        "Vampire",
        "Vampire Lord",
        "Vampire Scholar"
    },
   
    Dungeon = {
        "Troglodyte",
        "Infernal Troglodyte",
        "Toxic Troglodyte",
        "Infiltrator",
        "Guile Infiltrator",
        "Bleak Infiltrator",
        "Onyx Dancer",
        "Jasper Dancer",
        "Aureate Dancer",
        "Minotaur",
        "Minotaur Lord",
        "Minotaur Vanguard",
        "Medusa",
        "Medusa Sculptor",
        "Medusa Queen",
        "Hydra",
        "Chthonic Hydra",
        "Infernal Hydra",
        "Cave Dragon",
        "Black Dragon",
        "Ashen Dragon"
    },
   
    Schism = {
        "Ra'Shoth",
        "Stinging Ra'Shoth",
        "Ferocious Ra'Shoth",
        "Cultist",
        "Binder",
        "Votary",
        "Aga'Shoth Rider",
        "Aga'Shoth Tamer",
        "Aga'Shoth Matha",
        "Grand Shoth",
        "Unspeakable Shoth",
        "Unthinkable Shoth",
        "Concubus",
        "Mistress of Chains",
        "Bewitcher",
        "Arbitrator",
        "Rift Arbitrator",
        "Bloated Arbitrator",
        "Abyssal Envoy",
        "Abyssal Overseer",
        "Abyssal Executor"
    },
   
    Sylvan = {
        "Faun",
        "Faun Archer",
        "Faun Warrior",
        "Hoplet",
        "Dawn Hoplet",
        "Dusk Hoplet",
        "Vine Iriyad",
        "Fungal Iriyad",
        "Crystal Iriyad",
        "Aqualotl",
        "Blooming Aqualotl",
        "Polar Aqualotl",
        "Herbomancer",
        "Sporemancer",
        "Murmurmancer",
        "Qilin",
        "Thunder Qilin",
        "Mist Qilin",
        "Phoenix",
        "Flaming Phoenix",
        "Energy Phoenix"
    },
   
    Hive = {
        "Gnat",
        "Warden Gnat",
        "Ravager Gnat",
        "Locust",
        "Overgrown Locust",
        "Harvester Locust",
        "Hornet",
        "Chanter",
        "Stinger_(unit)",
        "Mantis",
        "Vermilion Mantis",
        "Royal Mantis",
        "Reaver",
        "Menacing Reaver",
        "Maniacal Reaver",
        "Waurms",
        "Devourer",
        "Pyroboros",
        "Hive Queen",
        "Hive Mother",
        "Hive Huntress"
    },
   
    Neutral = {
        "Pixie",
        "Peasant",
        "Ghoul",
        "Halfling",
        "Animated Armour",
        "Groll",
        "Kittenhorn",
        "Starchild",
        "Primal Remnant",
        "Unicorn",
        "Giant Toad",
        "Faerie Dragon",
        "Couatl",
        "Dragonslayer",
        "Worldwatcher",
        "Sentinel of Glory",
        "Obsidian Dragon",
        "Lich Dragon",
        "Avatar"
    }
}
 
-- Таблица с иконками фракций
local factionIcons = {
    Temple = "Human icon.png",
    Necropolis = "Undead icon.png",
    Dungeon = "Dungeon icon.png",
    Schism = "Unfrozen icon.png",
    Sylvan = "Spring icon.png",
    Hive = "Hive icon.png",
    Neutral = "Neutral_faction.png"
}
 
-- Таблица с названиями фракций
local factionNames = {
    Temple = "Temple",
    Necropolis = "Necropolis",
    Dungeon = "Dungeon",
    Schism = "Schism",
    Sylvan = "Sylvan",
    Hive = "Hive",
    Neutral = "Neutral"
}
 
-- Таблица с путями для фракций
local factionPages = {
    Temple = "Temple_Units",
    Necropolis = "Necropolis_Units",
    Dungeon = "Dungeon_Units",
    Schism = "Schism_Units",
    Sylvan = "Sylvan_Units",
    Hive = "Hive_Units",
    Neutral = "Neutral_Units"
}


-----------------------------------------------------
-----------------------------------------------------
-- ВСПОМОГАТЕЛЬНЫЕ ФУНКЦИИ
-- ВСПОМОГАТЕЛЬНЫЕ ФУНКЦИИ
-----------------------------------------------------
-----------------------------------------------------
local function loadJson(title)
    local page = mw.title.new(title)
    local content = page and page:getContent() or ""
    if content == "" then return {} end
    local ok, data = pcall(mw.text.jsonDecode, content)
    if not ok then return {} end
    return data
end
local function loadUnits()
    if dataCache then return dataCache end
    dataCache = {}
    local stats = loadJson("Data:UnitsStats.json")
    local data = loadJson("Data:UnitsData.json")
    -- Индексируем stats по id
    local statsById = {}
    for key, item in pairs(stats) do
        local id = item.id or key
        statsById[id] = item
    end
    -- Объединяем
    for name, item in pairs(data) do
        if item.id and statsById[item.id] then
            local merged = {}
            for k, v in pairs(statsById[item.id]) do merged[k] = v end
            for k, v in pairs(item) do merged[k] = v end
            dataCache[name] = merged
        end
    end


     return dataCache
-- Обёртка: вызвать Module:Unit get с нужными аргументами
local function unitGet(name, property, lang)
     return UnitModule.get({ args = { name, property, lang or "en" } })
end
end


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         Tier        = getLabel("tooltipRang", lang),
         Tier        = getLabel("tooltipRang", lang),
         Fraction    = getLabel("faction_laws", lang),
         Fraction    = getLabel("faction_laws", lang),
         Price      = "Price",
         Price      = "[[File:Skill Economy.png|24px|alt=Price]]",
         Experience  = getLabel("hero_ui_exp", lang),
         Experience  = getLabel("hero_ui_exp", lang),
         SquadValue  = "SquadValue",
         SquadValue  = "SquadValue",
         Range      = "Range",
         Range      = "[[File:Battle icon Onesword.png|24px|alt=Attack Type]]",
         Growth      = "Growth",
         Growth      = "[[File:Skill Recruitment.png|24px|alt=Growth]]",
         Movement    = "Movement"
         Movement    = "[[File:Icon Stats Moving.png|24px|alt=Attack Type]]",
        AbilityRank = getLabel("tooltipRang", lang),
        EnergyCost  = getLabel("unit_energy", lang),
     }
     }
end
end


local function getLocFraction(code, lang)
 
     local valid = {
 
         human = true, demon = true, dungeon = true,
 
         nature = true, undead = true, unfrozen = true
function p.printUnitData(frame)
     }
     local name = frame.args[1] or frame.args.name
     if not valid[code] then return "-" end
    if name then
     local sid = "world_cheat_dropdown_fraction_" .. code
         name = name:gsub("'", "’")
     return LangStrings.getText({ args = { sid = sid, lang = lang } })
        name = name:gsub("%_%(unit%)", "")
    else
         return "Ошибка: не указано имя юнита"
    end
   
    local lang = frame.args.lang or "en"
   
    local success, result = pcall(function()
        return p.getUnitData(name, lang)
    end)
      
     if not success then
        return "Ошибка: " .. tostring(result)
    end
   
    -- Простой вывод всей таблицы
     local output = "=== ДАННЫЕ ДЛЯ ОТЛАДКИ ===\n"
    output = output .. "Тип результата: " .. type(result) .. "\n\n"
   
     if type(result) == "table" then
        output = output .. "Содержимое таблицы:\n"
        for key, value in pairs(result) do
            output = output .. "  " .. tostring(key) .. " = " .. tostring(value) .. "\n"
        end
    else
        output = output .. "Результат: " .. tostring(result)
    end
   
    return "<pre>" .. output .. "</pre>"
end
end


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     lang = lang or "en"
     lang = lang or "en"


     local units = loadUnits()
     -- Проверяем что юнит существует
     local unit = units[name]
     local idCheck = unitGet(name, "id", lang)
     if not unit then return nil, "Unit not found: " .. name end
     if not idCheck or idCheck == "" or idCheck:find("^Unit '") then
        return nil, "Unit not found: " .. name
    end
 
    -- Базовые поля через Module:Unit
    local locName    = unitGet(name, "name",            lang)
    local locDesc    = unitGet(name, "description",    lang)
    local fraction  = unitGet(name, "faction",        lang)
    local tier      = unitGet(name, "tier",            lang)  -- уже римские цифры
    local cost      = unitGet(name, "cost",            lang)
    local growth    = unitGet(name, "weeklyIncrement", lang)
    local expBonus  = unitGet(name, "expBonus",        lang)
    local squadValue = unitGet(name, "squadValue",      lang)
    local imageName  = unitGet(name, "imageName",      "en")  -- без пробелов/апострофов


     local stats = unit.stats or {}
    -- Линейка апгрейдов (имена-ключи на en, для обхода в getUnits)
     local cost = unit.unitCost or {}
    local baseUnitName = unitGet(name, "baseName",      "en")
    local upgUnitName  = unitGet(name, "upgradeName",    "en")
     local altUnitName  = unitGet(name, "altUpgradeName", "en")
 
    -- Статы (числовые поля)
    local statFields = {
        "hp", "offence", "defence", "damageMin", "damageMax",
        "speed", "initiative", "moral", "luck"
    }
     local stats = {}
    for _, f in ipairs(statFields) do
        stats[f] = unitGet(name, f, lang)
    end


     -- локализованные данные
     -- moveType и тип атаки
     local locName = LocGameEntities.getLocName({ args = { name = name, lang = lang } })
     local moveType  = unitGet(name, "moveType", lang)
    local locDesc = LocGameEntities.getLocDescription({ args = { name = name, lang = lang } })
     local attack_type = ""
     local fraction = getLocFraction(unit.fraction, lang)


     -- способности
     -- Способности
     local abilities = {}
     local abilities = {}
     for _, aid in ipairs(unit.abilities or {}) do
 
         local aname = LocGameEntities.getLocName({ args = { name = aid, lang = lang } })
     -- BaseClass — добавляем первым
         local adesc = LocGameEntities.getLocDescription({ args = { name = aid, lang = lang } })
    local bcName = unitGet(name, "baseClass.name", lang)
         if aname and aname ~= "" then
    if bcName and bcName ~= "" then
            table.insert(abilities, { id = aid, name = aname, description = adesc })
        local bcDesc = unitGet(name, "baseClass.description", lang)
        local bcIcon = unitGet(name, "baseClass.icon", lang)
        table.insert(abilities, { name = bcName, description = bcDesc, icon = bcIcon, isBaseClass = true })
    end
 
    -- Активные способности
    local i = 1
    while true do
         local aname = unitGet(name, "abilities." .. i .. ".name", lang)
        if not aname or aname == "" then break end
        local adesc        = unitGet(name, "abilities." .. i .. ".description",        lang)
        local aicon        = unitGet(name, "abilities." .. i .. ".icon",              lang)
        local atype        = unitGet(name, "abilities." .. i .. ".type",              lang)
         local ability_tier = unitGet(name, "abilities." .. i .. ".ability_tier",      lang)
        local energyLevel  = unitGet(name, "abilities." .. i .. ".energyLevel",        lang)
         local excaption    = unitGet(name, "abilities." .. i .. ".excaptionInTooltip", lang)
        table.insert(abilities, {
            name         = aname,
            description = adesc,
            icon        = aicon,
            atype        = atype,
            ability_tier = ability_tier,
            energyLevel  = energyLevel,
            excaption    = excaption,
        })
        if atype == "attack_melee" or atype == "attack_range" or atype == "attack_shoot" then
            attack_type = aname
         end
         end
        i = i + 1
    end
    -- Пассивки (добавляем к способностям)
    i = 1
    while true do
        local aname = unitGet(name, "passives." .. i .. ".name", lang)
        if not aname or aname == "" then break end
        local adesc = unitGet(name, "passives." .. i .. ".description", lang)
        local aicon = unitGet(name, "passives." .. i .. ".icon", lang)
        table.insert(abilities, { name = aname, description = adesc, icon = aicon })
        i = i + 1
     end
     end
    -- Изображение: Faction_ImageName_Battlefield.png
    local factionRaw = unitGet(name, "faction", "en")  -- внутренний ключ (human, nature, ...)
    local factionCap = factionRaw ~= "" and (factionRaw:sub(1,1):upper() .. factionRaw:sub(2)) or ""
    local image = factionCap .. "_" .. imageName .. "_Battlefield.png"


     return {
     return {
         id = unit.id,
         id         = idCheck,
         name = name,
        upgradeLine = { baseUnitName, upgUnitName, altUnitName },
         locName = locName,
         name       = name,
         locDesc = locDesc,
         locName     = locName,
         tier = unit.tier,
         locDesc     = locDesc,
         fraction = fraction,
        image      = image,
         stats = stats,
         tier       = tier,
         cost = cost,
         fraction   = fraction,
         growth = unit.growth,
        attack_type = attack_type,
         moveType = unit.moveType,
         stats       = stats,
         expBonus = unit.expBonus,
         cost       = cost,
         squadValue = unit.squadValue,
         growth     = growth,
         abilities = abilities
         moveType   = moveType,
         expBonus   = expBonus,
         squadValue = squadValue,
         abilities   = abilities,
     }
     }
end
end
Line 131: Line 403:
-- РИСОВАНИЕ ТАБЛИЦЫ
-- РИСОВАНИЕ ТАБЛИЦЫ
-----------------------------------------------------
-----------------------------------------------------
function p.renderUnitTable(unit, lang)
function p.renderUnitTable(unit, lang, baseUnit)
     if not unit then return "Invalid unit data" end
     if not unit then return "Invalid unit data" end
     lang = lang or "en"
     lang = lang or "en"
Line 139: Line 411:
         if x == nil or x == "" then return "—" end
         if x == nil or x == "" then return "—" end
         return tostring(x)
         return tostring(x)
    end
    local function diffStat(stat)
        if not baseUnit then return val(unit.stats[stat]) end
        local newVal = tonumber(unit.stats[stat])
        local oldVal = tonumber(baseUnit.stats[stat])
        if not newVal or not oldVal then return val(unit.stats[stat]) end
        if newVal > oldVal then
            return string.format("%s <span style='color:green;font-weight:bold;'>↑</span>", val(newVal))
        elseif newVal < oldVal then
            return string.format("%s <span style='color:red;font-weight:bold;'>↓</span>", val(newVal))
        else
            return val(newVal)
        end
     end
     end


Line 144: Line 432:
     local cost = unit.cost or {}
     local cost = unit.cost or {}


     text = "{| class='wikitable' style='max-width:1000px;margin-left:auto;margin-right:auto;'\n"
     text = "<div style='max-width:1000px;margin:0 auto;'>\n"
    text = text .. "|-\n| colspan='6' style='line-height:1.5;text-align:left;' |"
    text = text .. "<span style='font-size:1.5em;font-weight:bold;'>" .. unit.locName .. "</span><br />"
    text = text .. "<span style='font-size:0.9em;color:gray;'>" .. val(unit.locDesc) .. "</span>\n"


     text = text .. "|-\n| style='vertical-align:top;width:60%;' |\n"
    -- заголовок юнита
     text = text .. "<div style='text-align:left;line-height:1.4;margin-bottom:8px;'>"
    text = text .. "<div style='font-size:1.5em;font-weight:bold;'>" .. unit.locName .. "</div>"
    text = text .. "<div style='font-size:0.9em;color:gray;'>" .. val(unit.locDesc) .. "</div>"
    text = text .. "</div>\n"


     -- внутренняя таблица статов
     -- основной блок: таблица статов + картинка
     text = text .. "{| class='wikitable' style='width:100%;text-align:left;'\n"
     text = text .. "<div style='display:flex;flex-wrap:wrap;justify-content:center;gap:10px;'>\n"


     text = text .. "|-\n|" .. "[[File:Health Icon.png|24px|link=Combat#Health|alt=Health]] ".. L.Health .. " || " .. val(stats.hp) .. " || " .. L.Tier .. " || " .. val(unit.tier) .. "\n"
    -- левая часть: таблица статов
     text = text .. "|-\n|" .. "[[File:Icon Stats Attack.png|24px|link=Combat#Attack|alt=Attack]] ".. L.Attack .. " || " .. val(stats.offence) .. " || " .. L.Fraction .. " || " .. val(unit.fraction) .. "\n"
    text = text .. "<div style='flex:1 1 400px;min-width:280px;'>\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Defence.png|24px|link=Combat#Defence|alt=Defense]] ".. L.Defense .. " || " .. val(stats.defence) .. " || " .. L.Range .. " || " .. val(unit.ai) .. "\n"
    text = text .. "{| class='wikitable' style='width:100%;text-align:left;margin:0;'\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Damage.png|24px|link=Combat#Damage|alt=Damage]] ".. L.Damage .. " || " .. val(stats.damageMin) .. "–" .. val(stats.damageMax) .. " || " .. L.Movement .. " || " .. val(unit.moveType) .. "\n"
     text = text .. "|-\n|" .. "[[File:Health Icon.png|24px|link=Combat#Health|alt=Health]] ".. L.Health .. " || " .. diffStat("hp") .. " || " .. L.Tier .. " || " .. val(unit.tier) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Speed.png|24px|link=Combat#Speed|alt=Speed]] ".. L.Speed .. " || " .. val(stats.speed) .. " || " .. L.Price .. " || " .. val(cost.gold) .. " Gold\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Attack.png|24px|link=Combat#Attack|alt=Attack]] ".. L.Attack .. " || " .. diffStat("offence") .. " || " .. L.Fraction .. " || " .. val(unit.fraction) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative|alt=Initiative]] ".. L.Initiative .. " || " .. val(stats.initiative) .. " || " .. L.Growth .. " || " .. val(unit.growth) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Defence.png|24px|link=Combat#Defence|alt=Defense]] ".. L.Defense .. " || " .. diffStat("defence") .. " || " .. L.Range .. " || " .. val(unit.attack_type) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Morale.png|24px|link=Combat#Morale|alt=Morale]] ".. L.Morale .. " || " .. val(stats.moral) .. " || " .. L.Experience .. " || " .. val(unit.expBonus) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Damage.png|24px|link=Combat#Damage|alt=Damage]] ".. L.Damage .. " || " .. diffStat("damageMin") .. "–" .. diffStat("damageMax") .. " || " .. L.Movement .. " || " .. val(unit.moveType) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Luck.png|24px|link=Combat#Luck|alt=Luck]] ".. L.Luck .. " || " .. val(stats.luck) .. " || " .. L.SquadValue .. " || " .. val(unit.squadValue) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Speed.png|24px|link=Combat#Speed|alt=Speed]] ".. L.Speed .. " || " .. diffStat("speed") .. " || " .. L.Price .. " || " .. cost .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative|alt=Initiative]] ".. L.Initiative .. " || " .. diffStat("initiative") .. " || " .. L.Growth .. " || " .. val(unit.growth) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Morale.png|24px|link=Combat#Morale|alt=Morale]] ".. L.Morale .. " || " .. diffStat("moral") .. " || " .. L.Experience .. " || " .. val(unit.expBonus) .. "\n"
     text = text .. "|-\n|" .. "[[File:Icon Stats Luck.png|24px|link=Combat#Luck|alt=Luck]] ".. L.Luck .. " || " .. diffStat("luck") .. " || " .. L.SquadValue .. " || " .. val(unit.squadValue) .. "\n"
     text = text .. "|}\n"
     text = text .. "|}\n"
    text = text .. "</div>\n"


     -- правая часть: картинка
     -- правая часть: картинка
     text = text .. "\n| style='text-align:center;vertical-align:middle;width:40%;' | [[File:" .. (unit.image or "Temple_Swordsman_Battlefield.png") .. "|400px]]\n"
     text = text .. "<div style='flex:1 1 300px;min-width:260px;text-align:center;'>[[File:" .. (unit.image or "Temple_Swordsman_Battlefield.png") .. "|400px]]</div>\n"
 
    text = text .. "</div>\n" -- закрытие блока flex


     -- способности
     -- способности
    text = text .. "<div style='margin-top:10px;'>\n"
     if unit.abilities and #unit.abilities > 0 then
     if unit.abilities and #unit.abilities > 0 then
        text = text .. "{| class='wikitable' style='width:100%;text-align:left;margin:0;'\n"
         for _, ab in ipairs(unit.abilities) do
         for _, ab in ipairs(unit.abilities) do
             text = text .. "|-\n| colspan='6' style='padding:10px;' | <b>" .. ab.name .. "</b> " .. ab.description .. "\n"
             local icon = "[[File:" .. (ab.icon ~= "" and ab.icon or "icon bug.png") .. "|60px]]"
 
            -- Строка с именем и описанием
            local body = "<b>" .. ab.name .. "</b>"
 
            -- Для активных способностей — ранг и стоимость
            if not ab.isBaseClass then
                local meta = {}
                if ab.energyLevel and ab.energyLevel ~= "" then
                    local costTpl = LangStrings.getText({ args = { sid = "tooltipsAbilityCost", lang = lang } }) or "Ability cost: {0}"
                    local costStr = costTpl:gsub("{0}", ab.energyLevel)
                    table.insert(meta, costStr)
                end
                if #meta > 0 then
                    body = body .. " <span style='color:gray;font-size:0.9em;'>| " .. table.concat(meta, " | ") .. "</span>"
                end
            end
 
            body = body .. "<br>" .. (ab.description or "")
 
            -- Ограничения (excaptionInTooltip)
            if ab.excaption and ab.excaption ~= "" then
                body = body .. "<br><span style='color:#888;font-size:0.9em;font-style:italic;'>" .. ab.excaption .. "</span>"
            end
 
            text = text .. "|-\n| style='text-align:center;width:80px;vertical-align:middle;' | " .. icon ..
                        " || style='padding:10px;' | " .. body .. "\n"
         end
         end
        text = text .. "|}\n"
     else
     else
         text = text .. "|-\n| colspan='6' style='padding:4px;' | —\n"
         text = text .. "—\n"
     end
     end
    text = text .. "</div>\n"


     text = text .. "|}\n"
     text = text .. "</div>\n"


     return text
     return text
Line 186: Line 511:
function p.getUnit(frame)
function p.getUnit(frame)
     local name = frame.args[1] or frame.args.name
     local name = frame.args[1] or frame.args.name
    name = name and name:gsub("'", "’") or name
    name = name:gsub("%_%(unit%)", "") -- for Stinger unit and Stinger hero
     local lang = frame.args.lang or "en"
     local lang = frame.args.lang or "en"
     local unit, err = p.getUnitData(name, lang)
     local unit, err = p.getUnitData(name, lang)
     if not unit then return err end
     if not unit then return err end
     return p.renderUnitTable(unit, lang)
     return p.renderUnitTable(unit, lang)
end
function p.getUnits(frame)
    local name = frame.args[1] or frame.args.name
    local lang = frame.args.lang or "en"
    local unit, err = p.getUnitData(name, lang)
    if not unit then
        return err
    end
    -- основной юнит
    local text = p.renderUnitTable(unit, lang)
    -- связанные из линейки
    for _, unitName in ipairs(unit.upgradeLine) do
        if unitName and unitName ~= name then
            local relatedUnit = p.getUnitData(unitName, lang)
            text = text .. "\n\n" .. p.renderUnitTable(relatedUnit, lang, unit)
        end
    end
    return text
end
-- TABS for units
function p.unitTabs(frame)
    local lang = frame.args.lang or "en"
    local tabberContent = {}
   
    for i = 1, math.huge do
        local unit = frame.args[i]
        if not unit then break end
        unit = mw.text.trim(unit)
       
        local title = LangStrings.translate{ args = { text = unit, lang = lang } }
       
        table.insert(tabberContent, "|-| " .. title .. " =")
        table.insert(tabberContent, "<br>")
        table.insert(tabberContent, "{{#invoke:LocUnitData|getUnits|" .. unit .. "|lang=" .. lang .. "}}")
    end
   
    if #tabberContent == 0 then return "" end
   
    local fullTabber = "<tabber>\n" .. table.concat(tabberContent, "\n") .. "\n</tabber>"
   
    -- Обрабатываем всю разметку tabber как викитекст
    return frame:preprocess(fullTabber)
end
-- NavBox for fractions
function p.navBox(frame)
    local faction = frame.args.faction
    local lang = frame.args.lang or "en"
    local langSuffix = lang ~= "en" and "/" .. lang or ""
   
    local result = '{| class="wikitable mw-collapsible white-toggle-button" style="width:100%;"\n'
    result = result .. '!colspan="8"|[[Units' .. langSuffix .. '|Units]]\n'
   
    -- Функция для получения перевода названия фракции
    local function getFactionName(fac)
        if fac == "Neutral" then
            return "Neutral"  -- нейтралы остаются на английском
        end
       
        local sidMap = {
            Temple = "world_cheat_dropdown_fraction_human",
            Necropolis = "world_cheat_dropdown_fraction_undead",
            Dungeon = "world_cheat_dropdown_fraction_dungeon",
            Sylvan = "world_cheat_dropdown_fraction_nature",
            Hive = "world_cheat_dropdown_fraction_demon",
            Schism = "world_cheat_dropdown_fraction_unfrozen"
        }
       
        local sid = sidMap[fac]
        if sid then
            return LangStrings.getText({ args = { sid = sid, lang = lang } }) or fac
        end
        return fac
    end
   
    -- Функция для создания ссылки на юнита с flex выравниванием
    local function getUnitLink(unitName)
        local locName = unitGet(unitName, "name", lang)
        return '<div style="display:flex; align-items:center; margin-bottom:4px;">[[File:' .. unitName:gsub(" ", "_") .. '_icon.png|28px|link=' .. unitName .. langSuffix .. ']]&nbsp;[[' .. unitName .. langSuffix .. '|' .. locName .. ']]</div>'
    end
   
    -- Функция для рендеринга одной фракции
    local function renderFaction(fac)
        local factionName = getFactionName(fac)
        local row = '|-\n'
        row = row .. '|align="center" style="vertical-align:middle;"|[[File:' .. factionIcons[fac] .. '|50px|link=' .. factionPages[fac] .. langSuffix .. '|' .. factionName .. ' Units]]<br>[[' .. factionPages[fac] .. langSuffix .. '|' .. factionName .. ']]\n'
       
        local units = factions[fac]
        if fac == "Neutral" then
            -- Особый формат для нейтральных юнитов
            row = row .. '|colspan="7" style="vertical-align:middle;"|'
            for i, unit in ipairs(units) do
                local locName = unitGet(unit, "name", lang)
                row = row .. '<div style="display:inline-flex; align-items:center; margin:0 8px 4px 0;">[[File:' .. unit:gsub(" ", "_") .. '_icon.png|28px|link=' .. unit .. langSuffix .. ']]&nbsp;[[' .. unit .. langSuffix .. '|' .. locName .. ']]</div>'
                if i < #units then
                    row = row .. ' • '
                end
            end
        else
            -- Обычные фракции (7 колонок по 3 юнита)
            row = row .. '| style="vertical-align:middle;"|'
            for i = 1, 21, 3 do
                if i > 1 then
                    row = row .. '\n| style="vertical-align:middle;"|'
                end
                for j = 0, 2 do
                    if units[i + j] then
                        row = row .. getUnitLink(units[i + j])
                    end
                end
            end
        end
        return row .. '\n'
    end
   
    -- Основная логика отображения
    if faction and factions[faction] then
        result = result .. renderFaction(faction)
    else
        local allFactions = {"Temple", "Necropolis", "Dungeon", "Schism", "Sylvan", "Hive", "Neutral"}
        for _, fac in ipairs(allFactions) do
            result = result .. renderFaction(fac)
        end
    end
   
    return result .. '|}\n'
end
end


return p
return p

Latest revision as of 11:55, 10 July 2026

Documentation for this module may be created at Module:LocUnitData/doc

local p = {}

-- Подключаем зависимости
local LangStrings = require("Module:LocGetString")
local UnitModule  = require("Module:Unit")  -- наш новый модуль

-----------------------------------------------
-- ЛОКАЛЬНЫЕ ПЕРЕМЕННЫЕ
-----------------------------------------------
local factions = {
    Temple = {
        "Swordsman",
        "Guard Captain", 
        "Sun's Aegis",
        "Crossbowman",
        "Austringer",
        "Marksman",
        "Griffin",
        "Temple Griffin",
        "Guardian Griffin",
        "Lightweaver",
        "Hierophant",
        "Sun Herald",
        "Cavalry",
        "Noble Cavalry",
        "Sunspear Cavalry",
        "Inquisitor",
        "Mother Superior",
        "Excommunicator",
        "Angel",
        "Archangel",
        "Apotheosis"
    },
    
    Necropolis = {
        "Skeleton",
        "Skeleton Warrior",
        "Skeleton Archer",
        "Wight",
        "Wraith", 
        "Phantasm",
        "Undead Pet",
        "Barghest",
        "Armored Hound",
        "Graverobber",
        "Merchant of Death",
        "Kennelmaster",
        "Lich",
        "Pestilent Lich",
        "Sanguine Lich",
        "Dread Knight",
        "Avatar of War",
        "Hollow Reaper",
        "Vampire",
        "Vampire Lord",
        "Vampire Scholar"
    },
    
    Dungeon = {
        "Troglodyte",
        "Infernal Troglodyte",
        "Toxic Troglodyte",
        "Infiltrator",
        "Guile Infiltrator",
        "Bleak Infiltrator",
        "Onyx Dancer",
        "Jasper Dancer",
        "Aureate Dancer",
        "Minotaur",
        "Minotaur Lord",
        "Minotaur Vanguard",
        "Medusa",
        "Medusa Sculptor",
        "Medusa Queen",
        "Hydra",
        "Chthonic Hydra",
        "Infernal Hydra",
        "Cave Dragon",
        "Black Dragon",
        "Ashen Dragon"
    },
    
    Schism = {
        "Ra'Shoth",
        "Stinging Ra'Shoth",
        "Ferocious Ra'Shoth",
        "Cultist",
        "Binder",
        "Votary",
        "Aga'Shoth Rider",
        "Aga'Shoth Tamer",
        "Aga'Shoth Matha",
        "Grand Shoth",
        "Unspeakable Shoth",
        "Unthinkable Shoth",
        "Concubus",
        "Mistress of Chains",
        "Bewitcher",
        "Arbitrator",
        "Rift Arbitrator",
        "Bloated Arbitrator",
        "Abyssal Envoy",
        "Abyssal Overseer",
        "Abyssal Executor"
    },
    
    Sylvan = {
        "Faun",
        "Faun Archer",
        "Faun Warrior",
        "Hoplet",
        "Dawn Hoplet",
        "Dusk Hoplet",
        "Vine Iriyad",
        "Fungal Iriyad",
        "Crystal Iriyad",
        "Aqualotl",
        "Blooming Aqualotl",
        "Polar Aqualotl",
        "Herbomancer",
        "Sporemancer",
        "Murmurmancer",
        "Qilin",
        "Thunder Qilin",
        "Mist Qilin",
        "Phoenix",
        "Flaming Phoenix",
        "Energy Phoenix"
    },
    
    Hive = {
        "Gnat",
        "Warden Gnat",
        "Ravager Gnat",
        "Locust",
        "Overgrown Locust",
        "Harvester Locust",
        "Hornet",
        "Chanter",
        "Stinger_(unit)",
        "Mantis",
        "Vermilion Mantis",
        "Royal Mantis",
        "Reaver",
        "Menacing Reaver",
        "Maniacal Reaver",
        "Waurms",
        "Devourer",
        "Pyroboros",
        "Hive Queen",
        "Hive Mother",
        "Hive Huntress"
    },
    
    Neutral = {
        "Pixie",
        "Peasant",
        "Ghoul",
        "Halfling",
        "Animated Armour",
        "Groll",
        "Kittenhorn",
        "Starchild",
        "Primal Remnant",
        "Unicorn",
        "Giant Toad",
        "Faerie Dragon",
        "Couatl",
        "Dragonslayer",
        "Worldwatcher",
        "Sentinel of Glory",
        "Obsidian Dragon",
        "Lich Dragon",
        "Avatar"
    }
}

-- Таблица с иконками фракций
local factionIcons = {
    Temple = "Human icon.png",
    Necropolis = "Undead icon.png", 
    Dungeon = "Dungeon icon.png",
    Schism = "Unfrozen icon.png",
    Sylvan = "Spring icon.png",
    Hive = "Hive icon.png",
    Neutral = "Neutral_faction.png"
}

-- Таблица с названиями фракций
local factionNames = {
    Temple = "Temple",
    Necropolis = "Necropolis",
    Dungeon = "Dungeon", 
    Schism = "Schism",
    Sylvan = "Sylvan",
    Hive = "Hive",
    Neutral = "Neutral"
}

-- Таблица с путями для фракций
local factionPages = {
    Temple = "Temple_Units",
    Necropolis = "Necropolis_Units",
    Dungeon = "Dungeon_Units",
    Schism = "Schism_Units", 
    Sylvan = "Sylvan_Units",
    Hive = "Hive_Units",
    Neutral = "Neutral_Units"
}

-----------------------------------------------------
-- ВСПОМОГАТЕЛЬНЫЕ ФУНКЦИИ
-----------------------------------------------------

-- Обёртка: вызвать Module:Unit get с нужными аргументами
local function unitGet(name, property, lang)
    return UnitModule.get({ args = { name, property, lang or "en" } })
end

local function getLabel(sid, lang)
    local text = LangStrings.getText({ args = { sid = sid, lang = lang } })
    return text or "—"
end

local function getUnitLabels(lang)
    return {
        Attack      = getLabel("unit_attack", lang),
        Defense     = getLabel("unit_defence", lang),
        Damage      = getLabel("unit_damage", lang),
        Health      = getLabel("unit_health", lang),
        Speed       = getLabel("unit_speed", lang),
        Initiative  = getLabel("unit_init", lang),
        Morale      = getLabel("unit_moral", lang),
        Luck        = getLabel("unit_luck", lang),
        Tier        = getLabel("tooltipRang", lang),
        Fraction    = getLabel("faction_laws", lang),
        Price       = "[[File:Skill Economy.png|24px|alt=Price]]",
        Experience  = getLabel("hero_ui_exp", lang),
        SquadValue  = "SquadValue",
        Range       = "[[File:Battle icon Onesword.png|24px|alt=Attack Type]]",
        Growth      = "[[File:Skill Recruitment.png|24px|alt=Growth]]",
        Movement    = "[[File:Icon Stats Moving.png|24px|alt=Attack Type]]",
        AbilityRank = getLabel("tooltipRang", lang),
        EnergyCost  = getLabel("unit_energy", lang),
    }
end




function p.printUnitData(frame)
    local name = frame.args[1] or frame.args.name
    if name then
        name = name:gsub("'", "’")
        name = name:gsub("%_%(unit%)", "")
    else
        return "Ошибка: не указано имя юнита"
    end
    
    local lang = frame.args.lang or "en"
    
    local success, result = pcall(function()
        return p.getUnitData(name, lang)
    end)
    
    if not success then
        return "Ошибка: " .. tostring(result)
    end
    
    -- Простой вывод всей таблицы
    local output = "=== ДАННЫЕ ДЛЯ ОТЛАДКИ ===\n"
    output = output .. "Тип результата: " .. type(result) .. "\n\n"
    
    if type(result) == "table" then
        output = output .. "Содержимое таблицы:\n"
        for key, value in pairs(result) do
            output = output .. "  " .. tostring(key) .. " = " .. tostring(value) .. "\n"
        end
    else
        output = output .. "Результат: " .. tostring(result)
    end
    
    return "<pre>" .. output .. "</pre>"
end

-----------------------------------------------------
-- ОСНОВНАЯ ЛОГИКА: получение данных юнита
-----------------------------------------------------
function p.getUnitData(name, lang)
    if not name then return nil, "No unit name provided" end
    lang = lang or "en"

    -- Проверяем что юнит существует
    local idCheck = unitGet(name, "id", lang)
    if not idCheck or idCheck == "" or idCheck:find("^Unit '") then
        return nil, "Unit not found: " .. name
    end

    -- Базовые поля через Module:Unit
    local locName    = unitGet(name, "name",            lang)
    local locDesc    = unitGet(name, "description",     lang)
    local fraction   = unitGet(name, "faction",         lang)
    local tier       = unitGet(name, "tier",            lang)  -- уже римские цифры
    local cost       = unitGet(name, "cost",            lang)
    local growth     = unitGet(name, "weeklyIncrement", lang)
    local expBonus   = unitGet(name, "expBonus",        lang)
    local squadValue = unitGet(name, "squadValue",      lang)
    local imageName  = unitGet(name, "imageName",       "en")  -- без пробелов/апострофов

    -- Линейка апгрейдов (имена-ключи на en, для обхода в getUnits)
    local baseUnitName = unitGet(name, "baseName",       "en")
    local upgUnitName  = unitGet(name, "upgradeName",    "en")
    local altUnitName  = unitGet(name, "altUpgradeName", "en")

    -- Статы (числовые поля)
    local statFields = {
        "hp", "offence", "defence", "damageMin", "damageMax",
        "speed", "initiative", "moral", "luck"
    }
    local stats = {}
    for _, f in ipairs(statFields) do
        stats[f] = unitGet(name, f, lang)
    end

    -- moveType и тип атаки
    local moveType   = unitGet(name, "moveType", lang)
    local attack_type = ""

    -- Способности
    local abilities = {}

    -- BaseClass — добавляем первым
    local bcName = unitGet(name, "baseClass.name", lang)
    if bcName and bcName ~= "" then
        local bcDesc = unitGet(name, "baseClass.description", lang)
        local bcIcon = unitGet(name, "baseClass.icon", lang)
        table.insert(abilities, { name = bcName, description = bcDesc, icon = bcIcon, isBaseClass = true })
    end

    -- Активные способности
    local i = 1
    while true do
        local aname = unitGet(name, "abilities." .. i .. ".name", lang)
        if not aname or aname == "" then break end
        local adesc        = unitGet(name, "abilities." .. i .. ".description",        lang)
        local aicon        = unitGet(name, "abilities." .. i .. ".icon",               lang)
        local atype        = unitGet(name, "abilities." .. i .. ".type",               lang)
        local ability_tier = unitGet(name, "abilities." .. i .. ".ability_tier",       lang)
        local energyLevel  = unitGet(name, "abilities." .. i .. ".energyLevel",        lang)
        local excaption    = unitGet(name, "abilities." .. i .. ".excaptionInTooltip", lang)
        table.insert(abilities, {
            name         = aname,
            description  = adesc,
            icon         = aicon,
            atype        = atype,
            ability_tier = ability_tier,
            energyLevel  = energyLevel,
            excaption    = excaption,
        })
        if atype == "attack_melee" or atype == "attack_range" or atype == "attack_shoot" then
            attack_type = aname
        end
        i = i + 1
    end

    -- Пассивки (добавляем к способностям)
    i = 1
    while true do
        local aname = unitGet(name, "passives." .. i .. ".name", lang)
        if not aname or aname == "" then break end
        local adesc = unitGet(name, "passives." .. i .. ".description", lang)
        local aicon = unitGet(name, "passives." .. i .. ".icon", lang)
        table.insert(abilities, { name = aname, description = adesc, icon = aicon })
        i = i + 1
    end

    -- Изображение: Faction_ImageName_Battlefield.png
    local factionRaw = unitGet(name, "faction", "en")  -- внутренний ключ (human, nature, ...)
    local factionCap = factionRaw ~= "" and (factionRaw:sub(1,1):upper() .. factionRaw:sub(2)) or ""
    local image = factionCap .. "_" .. imageName .. "_Battlefield.png"

    return {
        id          = idCheck,
        upgradeLine = { baseUnitName, upgUnitName, altUnitName },
        name        = name,
        locName     = locName,
        locDesc     = locDesc,
        image       = image,
        tier        = tier,
        fraction    = fraction,
        attack_type = attack_type,
        stats       = stats,
        cost        = cost,
        growth      = growth,
        moveType    = moveType,
        expBonus    = expBonus,
        squadValue  = squadValue,
        abilities   = abilities,
    }
end

-----------------------------------------------------
-- РИСОВАНИЕ ТАБЛИЦЫ
-----------------------------------------------------
function p.renderUnitTable(unit, lang, baseUnit)
    if not unit then return "Invalid unit data" end
    lang = lang or "en"
    local L = getUnitLabels(lang)

    local function val(x)
        if x == nil or x == "" then return "—" end
        return tostring(x)
    end

    local function diffStat(stat)
        if not baseUnit then return val(unit.stats[stat]) end

        local newVal = tonumber(unit.stats[stat])
        local oldVal = tonumber(baseUnit.stats[stat])
        if not newVal or not oldVal then return val(unit.stats[stat]) end

        if newVal > oldVal then
            return string.format("%s <span style='color:green;font-weight:bold;'>↑</span>", val(newVal))
        elseif newVal < oldVal then
            return string.format("%s <span style='color:red;font-weight:bold;'>↓</span>", val(newVal))
        else
            return val(newVal)
        end
    end

    local stats = unit.stats or {}
    local cost = unit.cost or {}

    text = "<div style='max-width:1000px;margin:0 auto;'>\n"

    -- заголовок юнита
    text = text .. "<div style='text-align:left;line-height:1.4;margin-bottom:8px;'>"
    text = text .. "<div style='font-size:1.5em;font-weight:bold;'>" .. unit.locName .. "</div>"
    text = text .. "<div style='font-size:0.9em;color:gray;'>" .. val(unit.locDesc) .. "</div>"
    text = text .. "</div>\n"

    -- основной блок: таблица статов + картинка
    text = text .. "<div style='display:flex;flex-wrap:wrap;justify-content:center;gap:10px;'>\n"

    -- левая часть: таблица статов
    text = text .. "<div style='flex:1 1 400px;min-width:280px;'>\n"
    text = text .. "{| class='wikitable' style='width:100%;text-align:left;margin:0;'\n"
    text = text .. "|-\n|" .. "[[File:Health Icon.png|24px|link=Combat#Health|alt=Health]] ".. L.Health .. " || " .. diffStat("hp") .. " || " .. L.Tier .. " || " .. val(unit.tier) .. "\n"
    text = text .. "|-\n|" .. "[[File:Icon Stats Attack.png|24px|link=Combat#Attack|alt=Attack]] ".. L.Attack .. " || " .. diffStat("offence") .. " || " .. L.Fraction .. " || " .. val(unit.fraction) .. "\n"
    text = text .. "|-\n|" .. "[[File:Icon Stats Defence.png|24px|link=Combat#Defence|alt=Defense]] ".. L.Defense .. " || " .. diffStat("defence") .. " || " .. L.Range .. " || " .. val(unit.attack_type) .. "\n"
    text = text .. "|-\n|" .. "[[File:Icon Stats Damage.png|24px|link=Combat#Damage|alt=Damage]] ".. L.Damage .. " || " .. diffStat("damageMin") .. "–" .. diffStat("damageMax") .. " || " .. L.Movement .. " || " .. val(unit.moveType) .. "\n"
    text = text .. "|-\n|" .. "[[File:Icon Stats Speed.png|24px|link=Combat#Speed|alt=Speed]] ".. L.Speed .. " || " .. diffStat("speed") .. " || " .. L.Price .. " || " .. cost .. "\n"
    text = text .. "|-\n|" .. "[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative|alt=Initiative]] ".. L.Initiative .. " || " .. diffStat("initiative") .. " || " .. L.Growth .. " || " .. val(unit.growth) .. "\n"
    text = text .. "|-\n|" .. "[[File:Icon Stats Morale.png|24px|link=Combat#Morale|alt=Morale]] ".. L.Morale .. " || " .. diffStat("moral") .. " || " .. L.Experience .. " || " .. val(unit.expBonus) .. "\n"
    text = text .. "|-\n|" .. "[[File:Icon Stats Luck.png|24px|link=Combat#Luck|alt=Luck]] ".. L.Luck .. " || " .. diffStat("luck") .. " || " .. L.SquadValue .. " || " .. val(unit.squadValue) .. "\n"
    text = text .. "|}\n"
    text = text .. "</div>\n"

    -- правая часть: картинка
    text = text .. "<div style='flex:1 1 300px;min-width:260px;text-align:center;'>[[File:" .. (unit.image or "Temple_Swordsman_Battlefield.png") .. "|400px]]</div>\n"

    text = text .. "</div>\n" -- закрытие блока flex

    -- способности
    text = text .. "<div style='margin-top:10px;'>\n"
    if unit.abilities and #unit.abilities > 0 then
        text = text .. "{| class='wikitable' style='width:100%;text-align:left;margin:0;'\n"
        for _, ab in ipairs(unit.abilities) do
            local icon = "[[File:" .. (ab.icon ~= "" and ab.icon or "icon bug.png") .. "|60px]]"

            -- Строка с именем и описанием
            local body = "<b>" .. ab.name .. "</b>"

            -- Для активных способностей — ранг и стоимость
            if not ab.isBaseClass then
                local meta = {}
                if ab.energyLevel and ab.energyLevel ~= "" then
                    local costTpl = LangStrings.getText({ args = { sid = "tooltipsAbilityCost", lang = lang } }) or "Ability cost: {0}"
                    local costStr = costTpl:gsub("{0}", ab.energyLevel)
                    table.insert(meta, costStr)
                end
                if #meta > 0 then
                    body = body .. " <span style='color:gray;font-size:0.9em;'>| " .. table.concat(meta, " | ") .. "</span>"
                end
            end

            body = body .. "<br>" .. (ab.description or "")

            -- Ограничения (excaptionInTooltip)
            if ab.excaption and ab.excaption ~= "" then
                body = body .. "<br><span style='color:#888;font-size:0.9em;font-style:italic;'>" .. ab.excaption .. "</span>"
            end

            text = text .. "|-\n| style='text-align:center;width:80px;vertical-align:middle;' | " .. icon ..
                        " || style='padding:10px;' | " .. body .. "\n"
        end
        text = text .. "|}\n"
    else
        text = text .. "—\n"
    end
    text = text .. "</div>\n"

    text = text .. "</div>\n"

    return text
end

-----------------------------------------------------
-- Главная точка входа для шаблона
-----------------------------------------------------
function p.getUnit(frame)
    local name = frame.args[1] or frame.args.name
    name = name and name:gsub("'", "’") or name
    name = name:gsub("%_%(unit%)", "") -- for Stinger unit and Stinger hero
    local lang = frame.args.lang or "en"
    local unit, err = p.getUnitData(name, lang)
    if not unit then return err end
    return p.renderUnitTable(unit, lang)
end

function p.getUnits(frame)
    local name = frame.args[1] or frame.args.name
    local lang = frame.args.lang or "en"

    local unit, err = p.getUnitData(name, lang)
    if not unit then
        return err
    end

    -- основной юнит
    local text = p.renderUnitTable(unit, lang)


    -- связанные из линейки
    for _, unitName in ipairs(unit.upgradeLine) do
        if unitName and unitName ~= name then
             local relatedUnit = p.getUnitData(unitName, lang)
             text = text .. "\n\n" .. p.renderUnitTable(relatedUnit, lang, unit)
        end
    end

    return text
end

-- TABS for units
function p.unitTabs(frame)
    local lang = frame.args.lang or "en"
    local tabberContent = {}
    
    for i = 1, math.huge do
        local unit = frame.args[i]
        if not unit then break end
        unit = mw.text.trim(unit)
        
        local title = LangStrings.translate{ args = { text = unit, lang = lang } }
        
        table.insert(tabberContent, "|-| " .. title .. " =")
        table.insert(tabberContent, "<br>")
        table.insert(tabberContent, "{{#invoke:LocUnitData|getUnits|" .. unit .. "|lang=" .. lang .. "}}")
    end
    
    if #tabberContent == 0 then return "" end
    
    local fullTabber = "<tabber>\n" .. table.concat(tabberContent, "\n") .. "\n</tabber>"
    
    -- Обрабатываем всю разметку tabber как викитекст
    return frame:preprocess(fullTabber)
end


-- NavBox for fractions
function p.navBox(frame)
    local faction = frame.args.faction
    local lang = frame.args.lang or "en"
    local langSuffix = lang ~= "en" and "/" .. lang or ""
    
    local result = '{| class="wikitable mw-collapsible white-toggle-button" style="width:100%;"\n'
    result = result .. '!colspan="8"|[[Units' .. langSuffix .. '|Units]]\n'
    
    -- Функция для получения перевода названия фракции
    local function getFactionName(fac)
        if fac == "Neutral" then
            return "Neutral"  -- нейтралы остаются на английском
        end
        
        local sidMap = {
            Temple = "world_cheat_dropdown_fraction_human",
            Necropolis = "world_cheat_dropdown_fraction_undead", 
            Dungeon = "world_cheat_dropdown_fraction_dungeon",
            Sylvan = "world_cheat_dropdown_fraction_nature",
            Hive = "world_cheat_dropdown_fraction_demon",
            Schism = "world_cheat_dropdown_fraction_unfrozen"
        }
        
        local sid = sidMap[fac]
        if sid then
            return LangStrings.getText({ args = { sid = sid, lang = lang } }) or fac
        end
        return fac
    end
    
    -- Функция для создания ссылки на юнита с flex выравниванием
    local function getUnitLink(unitName)
        local locName = unitGet(unitName, "name", lang)
        return '<div style="display:flex; align-items:center; margin-bottom:4px;">[[File:' .. unitName:gsub(" ", "_") .. '_icon.png|28px|link=' .. unitName .. langSuffix .. ']]&nbsp;[[' .. unitName .. langSuffix .. '|' .. locName .. ']]</div>'
    end
    
    -- Функция для рендеринга одной фракции
    local function renderFaction(fac)
        local factionName = getFactionName(fac)
        local row = '|-\n'
        row = row .. '|align="center" style="vertical-align:middle;"|[[File:' .. factionIcons[fac] .. '|50px|link=' .. factionPages[fac] .. langSuffix .. '|' .. factionName .. ' Units]]<br>[[' .. factionPages[fac] .. langSuffix .. '|' .. factionName .. ']]\n'
        
        local units = factions[fac]
        if fac == "Neutral" then
            -- Особый формат для нейтральных юнитов
            row = row .. '|colspan="7" style="vertical-align:middle;"|'
            for i, unit in ipairs(units) do
                local locName = unitGet(unit, "name", lang)
                row = row .. '<div style="display:inline-flex; align-items:center; margin:0 8px 4px 0;">[[File:' .. unit:gsub(" ", "_") .. '_icon.png|28px|link=' .. unit .. langSuffix .. ']]&nbsp;[[' .. unit .. langSuffix .. '|' .. locName .. ']]</div>'
                if i < #units then
                    row = row .. ' • '
                end
            end
        else
            -- Обычные фракции (7 колонок по 3 юнита)
            row = row .. '| style="vertical-align:middle;"|'
            for i = 1, 21, 3 do
                if i > 1 then
                    row = row .. '\n| style="vertical-align:middle;"|'
                end
                for j = 0, 2 do
                    if units[i + j] then
                        row = row .. getUnitLink(units[i + j])
                    end
                end
            end
        end
        return row .. '\n'
    end
    
    -- Основная логика отображения
    if faction and factions[faction] then
        result = result .. renderFaction(faction)
    else
        local allFactions = {"Temple", "Necropolis", "Dungeon", "Schism", "Sylvan", "Hive", "Neutral"}
        for _, fac in ipairs(allFactions) do
            result = result .. renderFaction(fac)
        end
    end
    
    return result .. '|}\n'
end

return p