Module:LocUnitData

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Revision as of 10:51, 23 November 2025 by Krom (talk | contribs)

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

local p = {}

-- Подключаем зависимости
local LangStrings = require("Module:LocGetString")
local LocGameEntities = require("Module:LocGameEntities")

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",
        "Armoured 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 = "Primordial_Chaos.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
-----------------------------------------------------
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
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]]"
    }
end

local function getLocFraction(code, lang)
    local valid = {
        human = true, demon = true, dungeon = true,
        nature = true, undead = true, unfrozen = true
    }
    if not valid[code] then return "-" end
    local sid = "world_cheat_dropdown_fraction_" .. code
    return LangStrings.getText({ args = { sid = sid, lang = lang } })
end


function formatCost(cost)
    if not cost then return "" end
    
    local resourceOrder = {"gold", "gemstones", "mercury", "crystals"}
    
    local resources = {
        gold = {icon = "Icon Resource Gold.png", link = "Resources#Gold", name = "Gold"},
        gemstones = {icon = "Icon Resource GemStone.png", link = "Resources#Gems", name = "Gems"},
        mercury = {icon = "Icon Resource Mercury.png", link = "Resources#Mercury", name = "Mercury"},
        crystals = {icon = "Icon Resource Crystal.png", link = "Resources#crystals", name = "Crystals"}
    }
    
    local parts = {}
    
    for _, resource in ipairs(resourceOrder) do
        if cost[resource] then
            table.insert(parts, cost[resource] .. " [[File:" .. resources[resource].icon .. "|24px|link=" .. resources[resource].link .. "|" .. resources[resource].name .. "]]")
        end
    end
    
    return table.concat(parts, " ")
end


function getUnitNamebyId(id)
    local units = loadUnits()
    for name, unit in pairs(units) do
        if unit.id == id then
            return name
        end
    end
    return nil
end

-- Возвращает:
-- baseUnitName, mainUpgName, altUpgName
function resolveUpgrades(unit)
    if not unit or not unit.id then
        return nil, nil, nil
    end

    local id = unit.id

    -- определяем корневой id
    local rootId = id
        :gsub("_upg_alt$", "")
        :gsub("_upg$", "")

    -- id апгрейдов
    local mainUpgId = rootId .. "_upg"
    local altUpgId  = rootId .. "_upg_alt"

    -- имена
    local baseUnitName = getUnitNamebyId(rootId)
    local mainUpgName  = getUnitNamebyId(mainUpgId)
    local altUpgName   = getUnitNamebyId(altUpgId)

    return baseUnitName, mainUpgName, altUpgName
end

function p.printUnitData(frame)
    local name = frame.args[1] or frame.args.name
    local field = frame.args[2] or frame.args.field -- второй аргумент - поле для вывода
    
    -- Добавляем проверку на nil перед вызовом методов
    if name then
        name = name:gsub("'", "’")
        name = name:gsub("%_%(unit%)", "") -- for Stinger unit and Stinger hero
    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
    
    -- Если указано конкретное поле - возвращаем только его
    if field and type(result) == "table" then
        return result[field] or "Поле '" .. field .. "' не найдено"
    end
    
    return result
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"

    local units = loadUnits()
    local unit = units[name]
    if not unit then return nil, "Unit not found: " .. name end

    local stats = unit.stats or {}
    local cost = formatCost(unit.unitCost) or ""

    -- локализованные данные
    local locName = LocGameEntities.getLocName({ args = { name = name, lang = lang } })
    local locDesc = LocGameEntities.getLocDescription({ args = { name = name, lang = lang } })
    local image =  LocGameEntities.getImage({ args = { name = name, lang = lang } })
    local icon =  LocGameEntities.getIcon({ args = { name = name, lang = lang } })
    local fraction = getLocFraction(unit.fraction, lang)

    

    -- способности
    local abilities = {}
    if stats.moveType then
       local moveType = "movetype_" .. stats.moveType
       table.insert(unit.abilities, 1, moveType)
       unit.moveType = LocGameEntities.getLocName({ args = { name = moveType, lang = lang } }) 
    end  

    for _, aid in ipairs(unit.abilities or {}) do
        local aname = LocGameEntities.getLocName({ args = { name = aid, lang = lang } })
        local adesc = LocGameEntities.getLocDescription({ args = { name = aid, lang = lang } })
        local aicon = LocGameEntities.getIcon({ args = { name = aid, lang = lang } })
        if aname and aname ~= "" then
            table.insert(abilities, { id = aid, name = aname, description = adesc, icon = aicon })

            if aid == "attack_melee" or aid == "attack_range" or aid == "attack_shoot" then
                unit.attack_type = aname
            end
        end
    end

    local baseUnit, upgUnit, upgAltUnit = resolveUpgrades(unit)

    return {
        id = unit.id,
        upgradeLine = { baseUnit, upgUnit, upgAltUnit },
        name = name,
        locName = locName,
        locDesc = locDesc,
        image = image,
        icon = icon,
        tier = unit.tier,
        fraction = fraction,
        attack_type = unit.attack_type,
        stats = stats,
        cost = cost,
        growth = unit.weeklyIncrement,
        moveType = unit.moveType,
        expBonus = unit.expBonus,
        squadValue = unit.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]]"
            text = text .. "|-\n| style='text-align:center;width:80px;vertical-align:middle;' | " .. icon ..
                        " || style='padding:10px;' | <b>" .. ab.name .. "</b> — " .. ab.description .. "\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 = LocGameEntities.getLocName({ args = { name = unitName, lang = 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 = LocGameEntities.getLocName({ args = { name = unit, lang = 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