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--[[
Copyright (c) 2014 Scott Furry
This file is part of Freedroid
Freedroid is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Freedroid is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Freedroid; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston,
MA 02111-1307 USA
]]--
-- lua module for parsing FDRPG item specs file data
local modWP_Items = {}
-- modWPCommon reference
modWP_Items.modcommon = {}
--------------------
-- variables populated by item_spec need to be declared above functions
--------------------
-- container for all item_list elements parsed
modWP_Items.itemlist = {}
-- special sorting for "all data table"
-- [in] a|b elements in all data table
function modWP_Items.SpecialAllDataSort(a,b)
return a.name < b.name
end
--------------------
-- table of filepaths to FDRPG files used for parsing item information
modWP_Items.files = {
items = ""
}
-- Function has to be in "global" space and is called "automagically" when
-- dofile(item_specs.lua) is called. Function used for parsing item_list
-- data items. Variable itemlist populated by this function.
-- [in] b item_list from file.
function item_list( b )
if (type(b) == "table") then
modWP_Items.itemlist = b
end
end
-- table of item slots
-- 1) local key, 2) Display Text 3) id value in item_specs.lua
modWP_Items.slots = {
{ "weapons", "Weapons", "weapon" },
{ "shields", "Shields", "shield" },
{ "armour", "Armour", "armour" },
{ "drive", "Drive", "drive" },
{ "special", "Special", "special" },
{ "others", "Others", "none" }
}
-- text for Item presentation
-- parentID array of sequential Ids of lua tables to id.
-- == ex. weapon.bullet.type -> parent {weapon, bullet} id= type
-- label - presentation Text
-- note: inventory.size = concat string inventory.x + inventory.y
modWP_Items.textItem = {
{ id = "levelnumber", parentId = {}, label = "ID", },
{ id = "name", parentId = {}, label = "Name", },
{ id = "slot", parentId = {}, label = "Slot", },
{ id = "description", parentId = {}, label = "Description", },
{ id = "rotation_series", parentId = {}, label = "Rotation Series", },
{ id = "durability", parentId = {}, label = "Durability", },
{ id = "base_price", parentId = {}, label = "Base Price", },
{ id = "use_help", parentId = {}, label = "Use Help", },
{ id = "tux_part", parentId = {}, label = "Tux Part", },
{ id = "armor_class", parentId = {}, label = "Armour Class", },
{ id = "size", parentId = {"inventory"}, label = "Inventory.Size(x,y)", },
{ id = "stackable", parentId = {"inventory"}, label = "Inventory.Is_Stackable", },
{ id = "image", parentId = {"inventory"}, label = "Inventory Image", },
{ id = "class", parentId = {"drop"}, label = "Drop Class", },
{ id = "number", parentId = {"drop"}, label = "Drop Number", },
{ id = "sound", parentId = {"drop"}, label = "Drop Sound", },
{ id = "damage", parentId = {"weapon"}, label = "Damage", },
{ id = "melee", parentId = {"weapon"}, label = "Weapon.Melee", },
{ id = "motion_class", parentId = {"weapon"}, label = "Weapon.Motion_Class", },
{ id = "attack_time", parentId = {"weapon"}, label = "Weapon.Attack_Time", },
{ id = "reloading_time", parentId = {"weapon"}, label = "Reloading Time", },
{ id = "reloading_sound", parentId = {"weapon"}, label = "Reloading Sound", },
{ id = "type", parentId = {"weapon", "bullet"}, label = "Weapon.Bullet.Type", },
{ id = "speed", parentId = {"weapon", "bullet"}, label = "Weapon.Bullet.Speed", },
{ id = "lifetime", parentId = {"weapon", "bullet"}, label = "Weapon.Bullet.Lifetime", },
{ id = "id", parentId = {"weapon", "ammunition"}, label = "Ammunition", },
{ id = "clip", parentId = {"weapon", "ammunition"}, label = "Ammunition Clip Size", },
{ id = "strength", parentId = {"requirements"}, label = "Requirements - Strength", },
{ id = "dexterity", parentId = {"requirements"}, label = "Requirements - Dexterity", },
{ id = "tooltip", parentId = {"right_use"}, label = "Use - Tip", },
{ id = "add_skill", parentId = {"right_use"}, label = "Use - Skill", },
}
-- retrieve the anchortext associated with this id value
function modWP_Items.GetItemUrlText( idvalue )
local retText = ""
local modWIKI = modWP_Items.modcommon.Wiki
if ( not idvalue ) then
return retText
end
local item = select(1,modWP_Items.modcommon.Extract.GetTableItem(modWP_Items.itemlist, "id", idvalue))
if ( item ~= nil ) then
retText = modWP_Items.modcommon.outputfilenames.items .. modWIKI.HLink .. modWIKI.WikifyLink(item.name)
end
return retText
end
-- retrieve modWP_Levels.textLevel item for a given id
-- [in] idvalue id if value to retrieve from textItem
-- [in] idparent id of parent value
-- [ret] itemtext object
function modWP_Items.GetItemText( idvalue, idparent )
local retObj = {}
local foundIndex = -1
local patternRetrieve = true
if (( idvalue == nil ) or ( type(idvalue) ~= 'string' ) or ( idvalue:len() <= 0 )) then
return retObj
end -- valid id text?
for key, textItem in pairs(modWP_Items.textItem) do
if ( textItem.id ~= idvalue ) then
goto GETITEMTEXT_NEXT_ITEM end -- ids do not match
if (( idparent ~= nil ) and ( idparent:len() > 0 )) then
local item = select(1,modWP_Items.modcommon.Extract.GetTableItem(modWP_Items.textItem[key].parentId, nil, idparent))
if ( item ~= nil) then
foundIndex = key
break
end -- found matching parent
else
foundIndex = key
break
end -- search parent
::GETITEMTEXT_NEXT_ITEM::
end -- loop through text array
if ( foundIndex >= 1 ) then
retObj = modWP_Items.modcommon.Extract.TblDeepCopy(modWP_Items.textItem[foundIndex])
end
return retObj
end
-- Look up itemData variable value and its presentation label
-- Assumes modWP_Items.itemlist is populated and processed
-- [in] itemData item entry object under examination
-- [in] idvalue label/data pair to be retrieved
-- [in] idparent id of parent value
-- [ret] label,data values
function modWP_Items.GetItemStringsPair( itemData, idvalue, idparent )
local retLabel, retData = nil, nil
if (( idvalue == nil ) or ( type(idvalue) ~= 'string' ) or ( idvalue:len() <= 0 )) then
return retLabel, retData
end
local itemtextobj = modWP_Items.GetItemText( idvalue, idparent )
if ( itemtextobj ~= nil ) then
retLabel = itemtextobj.label
if (( idvalue == "size") and ( idparent == "inventory" )) then
retData = tostring(itemData.inventory.x) .. " , " .. tostring(itemData.inventory.y)
else
-- recursive object build based on parentId table
if (( idparent ~= nil ) and ( idparent:len() > 0 )) then
local itemObj = itemData
for keyValue = 1, #itemtextobj.parentId do
if ( itemObj == nil) then
break
end
itemObj = itemObj[itemtextobj.parentId[keyValue]]
end
retData = itemObj[idvalue]
else
retData = itemData[idvalue]
end -- parent supplied to function
end -- action based on idvalue
end -- found textItemObj
if ( retData == nil ) then
retData = "No Data"
end
return retLabel, retData
end
-- Read in FDRPG item_specs.lua data file and process information
-- for each item found. All item information is saved into modWP_Items.itemlist
function modWP_Items.ProcessData()
modWP_Items.modcommon = require("modWPCommon")
modWP_Items.files.items = tostring(modWP_Items.modcommon.paths.srcData .. modWP_Items.modcommon.datafiles["items"])
modWP_Items.modcommon.Test.Files(modWP_Items.files)
-- process data - parse lua file first to remove gettext markers, load it, execute into global space
-- execution calls the global list_item function populating modWP_Items.itemlist
local luatext = modWP_Items.modcommon.Process.FileToChunk(modWP_Items.files.items)
local stuff = load(luatext)
stuff()
-- remove "buggy item" from list
for key, item in pairs(modWP_Items.itemlist) do
local buggytext = "The first item is VERY buggy ingame, so don't use it."
if ( select( 1, item.id:find(buggytext, 1, true)) == 1) then
table.remove(modWP_Items.itemlist, key) -- found "buggy item"
break
end
end -- loop through item list
-- save anchor url and image reference information
for key, item in pairs(modWP_Items.itemlist) do
item["urlAnchor"] = modWP_Items.modcommon.Wiki.HLink .. modWP_Items.modcommon.Wiki.WikifyLink( item.id )
local srcpath = ""
local srcpathshort = ""
item.image = {}
if (item.rotation_series) then
item.image["ext"] = ".jpg"
srcpath = item.rotation_series .. "/portrait_0001" .. item.image.ext
srcpathshort = item.rotation_series
else
item.image["ext"] = ".png"
srcpath = "inventory_image_bug" .. item.image.ext
srcpathshort = "inventory_image_bug" .. item.image.ext
end
item.image["src"] = modWP_Items.modcommon.paths.srcGraphics .. "items/" .. srcpath
item.image["dest"] = modWP_Items.modcommon.paths.destRootImg .. "Items/"
item.image["name"] = srcpathshort:gsub("%/","_")
end -- loop through item list
if (#modWP_Items.itemlist > 0) then
table.sort( modWP_Items.itemlist, modWP_Items.SpecialAllDataSort )
end
end
-- Write FDRPG droid information to file in a wiki format
function modWP_Items.WikiWrite()
local modWIKI = modWP_Items.modcommon.Wiki
local filename = modWP_Items.modcommon.outputfilenames.items .. ".html.md.eco"
local filepath = tostring(modWP_Items.modcommon.paths.destRootFile .. filename)
local wikitext = {}
wikitext[#wikitext + 1] = "---"
wikitext[#wikitext + 1] = "layout: 'page'"
wikitext[#wikitext + 1] = "title: 'Items Guide'"
wikitext[#wikitext + 1] = "comment: 'Characteristics of the items (weapons, ammunition, shield, armor) available in game.'"
wikitext[#wikitext + 1] = ""
wikitext[#wikitext + 1] = "categories:"
-- loop to produce items wiki presentation
for key, slotvalue in pairs(modWP_Items.slots) do
modWIKI.StartMapping()
wikitext[#wikitext + 1] = modWIKI.AddAttr('id', slotvalue[1])
wikitext[#wikitext + 1] = modWIKI.AddAttr('name', slotvalue[2])
wikitext[#wikitext + 1] = modWIKI.AddAttr('items', nil)
for subkey, item in pairs(modWP_Items.itemlist) do
-- test item slot against selected modWP_Items.slots
if ((item.slot == slotvalue[3])
or ((item.slot == nil) and (slotvalue[3] == "none"))) then
local portraitname = ""
local textitem = {}
local is_weapon = ( item["weapon"] ~= nil )
-- add paths to list of images to copy
local portaititem = modWIKI.ManagePortrait( item.image.src, item.image.dest, item.image.name, item.image.ext)
if ( portaititem ~= nil ) then
portraitname = portaititem.destfile
end
-- process presentation
modWIKI.StartMapping()
wikitext[#wikitext + 1] = modWIKI.AddAttr('id', modWIKI.WikifyLink(item.name))
wikitext[#wikitext + 1] = modWIKI.AddAttr('name', item.name)
wikitext[#wikitext + 1] = modWIKI.AddAttr('image', portraitname)
-- item data wiki presentation
wikitext[#wikitext + 1] = modWIKI.AddAttr('description', item.description) --select(2,modWP_Items.GetItemStringsPair( item, "description" )))
-- create item details
if item.requirements or (is_weapon and item.weapon.two_hand) then
wikitext[#wikitext + 1] = modWIKI.AddAttr('requirements', nil)
modWIKI.StartSequence()
if item.requirements then
if item.requirements.strength then
wikitext[#wikitext + 1] = modWIKI.AddAttr('strength', item.requirements.strength)
end
if item.requirements.dexterity then
wikitext[#wikitext + 1] = modWIKI.AddAttr('dexterity', item.requirements.dexterity)
end
end
if ( is_weapon ) then
local weapontext = ""
if (item.weapon.two_hand) then
weapontext = "Two Handed"
weaponcolour = modWIKI.ColourCaution
if (item.weapon.melee) then
weapontext = weapontext .. " Melee"
end
weapontext = weapontext .. " Weapon"
wikitext[#wikitext + 1] = modWIKI.AddAttr('two_hands', weapontext)
end
end
modWIKI.EndSequence()
end
if item.base_price then
wikitext[#wikitext + 1] = modWIKI.AddAttr('base_price', item.base_price)
end
if item.durability then
wikitext[#wikitext + 1] = modWIKI.AddAttr('durability', item.durability)
end
if item.armor_class then
wikitext[#wikitext + 1] = modWIKI.AddAttr('armor_class', item.armor_class)
end
if item.drop then
wikitext[#wikitext + 1] = modWIKI.AddAttr('drop', nil)
modWIKI.StartSequence()
if item.drop.class then
wikitext[#wikitext + 1] = modWIKI.AddAttr('class', item.drop.class)
end
if item.drop.number then
wikitext[#wikitext + 1] = modWIKI.AddAttr('number', item.drop.number)
end
if item.drop.sound then
local sfsndfile = modWIKI.URL_Git .. "sound/effects/item_sounds/" .. item.drop.sound
local sndfilelink = modWIKI.LinkText( sfsndfile, item.drop.sound )
item.drop.sound = sndfilelink
wikitext[#wikitext + 1] = modWIKI.AddAttr('sound', item.drop.sound)
end
modWIKI.EndSequence()
end
if ( is_weapon ) then
wikitext[#wikitext + 1] = modWIKI.AddAttr('weapon', nil)
modWIKI.StartSequence()
if item.weapon.damage then
wikitext[#wikitext + 1] = modWIKI.AddAttr('damage', item.weapon.damage)
end
if item.weapon.reloading_time then
wikitext[#wikitext + 1] = modWIKI.AddAttr('reloading_time', item.weapon.reloading_time)
end
if item.weapon.reloading_sound then
local ret = modWP_Items.modcommon.Extract.Split(item.weapon.reloading_sound, "/", false )
local size = table.maxn(ret)
local sfsndfile = modWIKI.URL_Git .. "sound/" .. item.weapon.reloading_sound
local sndfilelink = modWIKI.LinkText( sfsndfile, ret[size])
item.weapon.reloading_sound = sndfilelink
wikitext[#wikitext + 1] = modWIKI.AddAttr('reloading_sound', item.weapon.reloading_sound)
end
if item.weapon.ammunition then
wikitext[#wikitext + 1] = modWIKI.AddAttr('ammunition', nil)
modWIKI.StartSequence()
if item.weapon.ammunition.id then
local amm_link = modWIKI.LinkText(modWP_Items.GetItemUrlText(item.weapon.ammunition.id), item.weapon.ammunition.id)
wikitext[#wikitext + 1] = modWIKI.AddAttr('id', amm_link)
end
if item.weapon.ammunition.clip then
wikitext[#wikitext + 1] = modWIKI.AddAttr('clip', item.weapon.ammunition.clip)
end
modWIKI.EndSequence()
end
modWIKI.EndSequence()
end -- have weapon
if item.right_use then
wikitext[#wikitext + 1] = modWIKI.AddAttr('right_use', nil)
modWIKI.StartSequence()
if item.right_use.tooltip then
wikitext[#wikitext + 1] = modWIKI.AddAttr('tooltip', item.right_use.tooltip)
end
if item.right_use.add_skill then
wikitext[#wikitext + 1] = modWIKI.AddAttr('add_skill', item.right_use.add_skill)
end
modWIKI.EndSequence()
end
modWIKI.EndMapping()
end -- test item slot value
end -- loop through item list
modWIKI.EndMapping()
end -- loop through slots
wikitext[#wikitext + 1] = "---"
wikitext[#wikitext + 1] = ""
wikitext[#wikitext + 1] = [[
# Items Guide
<div class="row">
<div class="toc col-md-2 pull-right">
<span><b>Categories</b></span>
<ul>
<% for cat in @document.categories: %>
<li><a href="#<%- cat.id %>"><%- cat.name %></a></li>
<% end %>
</ul>
</div>
<div class="col-md-10">
<% for cat in @document.categories: %>
<h1 id="<%- cat.id %>"><%- cat.name %></h1>
<% for item in cat.items: %>
<div class="row">
<h2 id="<%- item.id %>"><%- item.name %></h2>
<div class="obj-portrait col-md-2 text-center">
<img src="/images/items/<%- item.image %>">
</div>
<div class="obj-sheet col-md-8">
<p><%- item.description %></p>
<% if item.requirements: %>
<% if item.requirements.strength: %><span class="require"><b>Requirements - Strength:</b> <%- item.requirements.strength %></span><br/><% end %>
<% if item.requirements.dexterity: %><span class="require"><b>Requirements - Dexterity:</b> <%- item.requirements.dexterity %></span><br/><% end %>
<% if item.requirements.two_hands: %><span class="require"><b><%- item.requirements.two_hands %></b></span><br/><% end %>
<% end %>
<% if item.base_price: %><b>Base Price:</b> <%- item.base_price %><br/><% end %>
<% if item.durability: %><b>Durability:</b> <%- item.durability %><br/><% end %>
<% if item.armor_class: %><b>Armor Class:</b> <%- item.armor_class %><br/><% end %>
<% if item.drop: %>
<% if item.drop.sound: %><b>Drop Sound:</b> <%- item.drop.sound %><br/><% end %>
<% end %>
<% if item.weapon: %>
<% if item.weapon.damage: %><b>Damage:</b> <%- item.weapon.damage %><br/><% end %>
<% if item.weapon.reloading_time: %><b>Reloading Time:</b> <%- item.weapon.reloading_time %><br/><% end %>
<% if item.weapon.reloading_sound: %><b>Reloading Sound:</b> <%- item.weapon.reloading_sound %><br/><% end %>
<% if item.weapon.ammunition: %>
<% if item.weapon.ammunition.id: %><b>Ammunition:</b> <%- item.weapon.ammunition.id %><br/><% end %>
<% if item.weapon.ammunition.clip: %><b>Ammunition Clip Size:</b> <%- item.weapon.ammunition.clip %><br/><% end %>
<% end %>
<% end %>
<% if item.right_use: %>
<% if item.right_use.tooltip: %><b>Use - Tip:</b> <%- item.right_use.tooltip %><br/><% end %>
<% if item.right_use.add_skill: %><b>Use - Skill:</b> <%- item.right_use.add_skill %><br/><% end %>
<% end %>
</div>
</div>
<% end %>
<% end %>
</div>
</div>
]]
modWP_Items.modcommon.Process.DataToFile(filepath, table.concat(wikitext, "\n"))
end
-- wiki format parent/child item data
function modWP_Items.WikiPrintParentChildData( itemIndex, parentID, childrenID, textColour, makelink )
local modWIKI = modWP_Items.modcommon.Wiki
local SEP = modWIKI.Separator
local text = {}
if ((( parentID == nil ) or ( itemIndex == nil ))
or ( type(parentID) ~= 'table' )) then
return text
end
if ( makelink == nil ) then
makelink = false
end
local item = modWP_Items.itemlist[itemIndex]
if ( childrenID == nil ) then
for key, child in pairs(parentID) do
if ( item[child] ~= nil ) then
local itemlabel ,itemdata = modWP_Items.GetItemStringsPair( item, child )
text[#text + 1] = modWIKI.TextEntry( itemlabel, itemdata, SEP, textColour)
end
end
else
local itemObj = item
for key, parent in pairs(parentID) do
if ( itemObj[parent] ~= nil) then
itemObj = itemObj[parent]
else
return text
end
end
for key, child in pairs(childrenID) do
if ( itemObj[child] ~= nil ) then
local itemlabel,itemdata = modWP_Items.GetItemStringsPair( item, child, parentID[#parentID] )
if ( makelink ) then
local linktext = modWIKI.HLink .. modWIKI.WikifyLink(itemdata)
itemdata = modWIKI.LinkText(linktext, itemdata)
end
text[#text + 1] = modWIKI.TextEntry( itemlabel, itemdata, SEP, textColour )
end
end
end
return text
end
-- Print out Items information based on selected verbosity.
function modWP_Items.Verbosity()
if (( not modWP_Items.modcommon.verbose) and ( not modWP_Items.modcommon.doubleverbose)) then
return
end
io.stdout:write(modWP_Items.modcommon.VerboseHeader)
io.stdout:write("modWP_Items\n")
io.stdout:write("number of item spec: " .. #modWP_Items.itemlist .. "\n")
io.stdout:write(modWP_Items.modcommon.VerboseHeader)
if (modWP_Items.modcommon.doubleverbose) then
modWP_Items.modcommon.Process.TblPrint(modWP_Items.itemlist, nil, nil, "All Item Data")
end
end
return modWP_Items
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