Модуль:Entity Sprite/all: различия между версиями

Материал из Space Station 14 Вики
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мНет описания правки
 
(не показано 14 промежуточных версий этого же участника)
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end
end


local function getInsensitiveKey(t, target)
local function findFieldInsensitive(tbl, fieldName)
    target = target:lower()
     for key, value in pairs(tbl) do
     for k, v in pairs(t) do
         if type(key) == "string" and mw.ustring.lower(key) == mw.ustring.lower(fieldName) then
         if type(k) == "string" and k:lower() == target then
             return value
             return v
         end
         end
     end
     end
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local function getSpritePath(entry)
local function getSpritePath(entry)
     local iconField = getInsensitiveKey(entry, "Icon")
     local iconField = findFieldInsensitive(entry, "Icon")
     local spriteField = getInsensitiveKey(entry, "Sprite")
     local spriteField = findFieldInsensitive(entry, "Sprite")
      
      
     if iconField and iconField.sprite then
     if iconField and iconField.sprite then
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end
end


local function getSpriteState(entry)
local function isStateFirstKey(layer)
     local iconBlock = getInsensitiveKey(entry, "Icon")
    for k, _ in pairs(layer) do
        return k == "state"
    end
    return false
end
 
local function getSpriteStates(entry)
    local result = {}
 
    local function addState(state, sprite)
        table.insert(result, { state = state, sprite = sprite })
    end
 
    local spritePath = getSpritePath(entry)
 
     local iconBlock = findFieldInsensitive(entry, "Icon")
    local spriteBlock = findFieldInsensitive(entry, "Sprite")
 
     if iconBlock and iconBlock.state then
     if iconBlock and iconBlock.state then
         return iconBlock.state
         addState(iconBlock.state, iconBlock.sprite or spritePath)
    else
        if spriteBlock and spriteBlock.layers then
            for _, layer in ipairs(spriteBlock.layers) do
                if layer.visible ~= false then
                    local stateName = layer.state or (iconBlock and iconBlock.state) or "icon"
                    local s = layer.sprite or (iconBlock and iconBlock.sprite) or spritePath
                    addState(stateName, s)
                    break
                end
            end
        elseif spriteBlock and spriteBlock.state then
            addState(spriteBlock.state, spriteBlock.sprite or spritePath)
        end
     end
     end
   
 
    local spriteBlock = getInsensitiveKey(entry, "Sprite")
     if spriteBlock and spriteBlock.layers then
     if spriteBlock then
         for _, layer in ipairs(spriteBlock.layers) do
        if spriteBlock.state then
            local alreadyAdded = false
            return spriteBlock.state
             for _, r in ipairs(result) do
         elseif spriteBlock.layers then
                local layerState = layer.state or "icon"
             for _, layer in pairs(spriteBlock.layers) do
                 if r.state == layerState then
                 if layer.state then
                     alreadyAdded = true
                     return layer.state
                    break
                end
            end
 
            if not alreadyAdded and layer.visible ~= false then
                local stateName = layer.state or "icon"
                local s = layer.sprite or (iconBlock and iconBlock.sprite) or spritePath
 
                if s then
                    addState(stateName, s)
                 end
                 end
             end
             end
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     end
     end


     return nil
    if #result == 0 and (iconBlock and (iconBlock.sprite or iconBlock.state) or spritePath) then
        local s = (iconBlock and iconBlock.sprite) or spritePath
        addState("icon", s)
    end
 
     return (#result > 0) and result or nil
end
end


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         local found = false
         local found = false
         for _, group in pairs(spriteGroups) do
         for _, group in pairs(spriteGroups) do
             if deepEqual(getInsensitiveKey(entry, "Sprite"), getInsensitiveKey(group[1], "Sprite")) and
             if deepEqual(findFieldInsensitive(entry, "Sprite"), findFieldInsensitive(group[1], "Sprite")) and
               deepEqual(entry.EntityStorageVisuals, group[1].EntityStorageVisuals) and
               deepEqual(entry.EntityStorageVisuals, group[1].EntityStorageVisuals) and
               deepEqual(getInsensitiveKey(entry, "Icon"), getInsensitiveKey(group[1], "Icon")) then
               deepEqual(findFieldInsensitive(entry, "Icon"), findFieldInsensitive(group[1], "Icon")) then
                 table.insert(group, entry)
                 table.insert(group, entry)
                 found = true
                 found = true
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         return nil
         return nil
     end
     end
    local state = getSpriteState(entry)


     if param == "image" then
     if param == "image" then
        local states = getSpriteStates(entry)
         local stateStr = ""
         local stateStr = ""
         if state then
         if states then
             stateStr = " (state: " .. state .. ")"
             local baseUrl = "https://github.com/space-syndicate/space-station-14/blob/master/Resources/Textures/"
            local links = {}
            for _, item in ipairs(states) do
                local spritePath = item.sprite
                local stateName = item.state
                local url = baseUrl .. spritePath .. "/" .. stateName .. ".png"
                table.insert(links, "[" .. url .. " " .. stateName .. "]")
            end
            stateStr = table.concat(links, ", ")
         end
         end
         return mw.getCurrentFrame():preprocess(
         return mw.getCurrentFrame():preprocess(
             "{{Entity Sprite/Image|" .. entry.id ..
             "{{Entity Sprite/Image|" .. entry.id ..
             "|https://github.com/space-syndicate/space-station-14/blob/master/Resources/Textures/" ..
             "|https://github.com/space-syndicate/space-station-14/blob/master/Resources/Textures/" .. spritePath ..
             spritePath .. stateStr .. "}}"
             "|" .. stateStr .. "}}"
         )
         )
     end
     end
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     if mode == "item" then
     if mode == "item" then
         dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/item.json/data"
         dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/item.json/data"
    elseif mode == "clothing" then
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/clothing.json/data"
     elseif mode == "structure" then
     elseif mode == "structure" then
         dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/structure.json/data"
         dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/structure.json/data"
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     if action == "repeat" then
     if action == "repeat" then
         return generateRepeatTemplate(spriteData)
         return generateRepeatTemplate(spriteData)
     elseif action == "image" or action == "path" then
     elseif action == "image" then
         local result = {}
         local result = {}
         for _, entry in pairs(spriteData) do
         for _, entry in pairs(spriteData) do

Текущая версия от 19:56, 3 ноября 2025

Для документации этого модуля может быть создана страница Модуль:Entity Sprite/all/doc

local p = {}

local function deepEqual(t1, t2)
    if t1 == t2 then return true end
    if type(t1) ~= "table" or type(t2) ~= "table" then return false end

    local function isArray(t)
        local count = 0
        for k in pairs(t) do
            if type(k) ~= "number" then return false end
            count = count + 1
        end
        return count == #t
    end

    if isArray(t1) and isArray(t2) then
        if #t1 ~= #t2 then return false end
        for i = 1, #t1 do
            if not deepEqual(t1[i], t2[i]) then
                return false
            end
        end
        return true
    end

    for k, v in pairs(t1) do
        if t2[k] == nil or not deepEqual(v, t2[k]) then
            return false
        end
    end

    for k, v in pairs(t2) do
        if t1[k] == nil or not deepEqual(v, t1[k]) then
            return false
        end
    end

    return true
end

local function findFieldInsensitive(tbl, fieldName)
    for key, value in pairs(tbl) do
        if type(key) == "string" and mw.ustring.lower(key) == mw.ustring.lower(fieldName) then
            return value
        end
    end
    return nil
end

local function getSpritePath(entry)
    local iconField = findFieldInsensitive(entry, "Icon")
    local spriteField = findFieldInsensitive(entry, "Sprite")
    
    if iconField and iconField.sprite then
        return iconField.sprite
    elseif spriteField and spriteField.sprite then
        return spriteField.sprite
    elseif spriteField and spriteField.layers then
        for _, layer in pairs(spriteField.layers) do
            if layer.sprite then
                return layer.sprite
            end
        end
    end
    return nil
end

local function isStateFirstKey(layer)
    for k, _ in pairs(layer) do
        return k == "state"
    end
    return false
end

local function getSpriteStates(entry)
    local result = {}

    local function addState(state, sprite)
        table.insert(result, { state = state, sprite = sprite })
    end

    local spritePath = getSpritePath(entry)

    local iconBlock = findFieldInsensitive(entry, "Icon")
    local spriteBlock = findFieldInsensitive(entry, "Sprite")

    if iconBlock and iconBlock.state then
        addState(iconBlock.state, iconBlock.sprite or spritePath)
    else
        if spriteBlock and spriteBlock.layers then
            for _, layer in ipairs(spriteBlock.layers) do
                if layer.visible ~= false then
                    local stateName = layer.state or (iconBlock and iconBlock.state) or "icon" 
                    local s = layer.sprite or (iconBlock and iconBlock.sprite) or spritePath 
                    addState(stateName, s)
                    break
                end
            end
        elseif spriteBlock and spriteBlock.state then
            addState(spriteBlock.state, spriteBlock.sprite or spritePath)
        end
    end

    if spriteBlock and spriteBlock.layers then
        for _, layer in ipairs(spriteBlock.layers) do
            local alreadyAdded = false
            for _, r in ipairs(result) do
                local layerState = layer.state or "icon"
                if r.state == layerState then
                    alreadyAdded = true
                    break
                end
            end

            if not alreadyAdded and layer.visible ~= false then
                local stateName = layer.state or "icon"
                local s = layer.sprite or (iconBlock and iconBlock.sprite) or spritePath 

                if s then
                    addState(stateName, s)
                end
            end
        end
    end

    if #result == 0 and (iconBlock and (iconBlock.sprite or iconBlock.state) or spritePath) then
        local s = (iconBlock and iconBlock.sprite) or spritePath
        addState("icon", s)
    end

    return (#result > 0) and result or nil
end

local function generateRepeatTemplate(data)
    local spriteGroups = {}

    for _, entry in pairs(data) do
        local found = false
        for _, group in pairs(spriteGroups) do
            if deepEqual(findFieldInsensitive(entry, "Sprite"), findFieldInsensitive(group[1], "Sprite")) and
               deepEqual(entry.EntityStorageVisuals, group[1].EntityStorageVisuals) and
               deepEqual(findFieldInsensitive(entry, "Icon"), findFieldInsensitive(group[1], "Icon")) then
                table.insert(group, entry)
                found = true
                break
            end
        end

        if not found then
            table.insert(spriteGroups, {entry})
        end
    end

    local result = {}
    for _, group in pairs(spriteGroups) do
        if #group > 1 then
            local idLinks = {}
            for _, entry in pairs(group) do
                table.insert(idLinks, "[[:Файл:" .. entry.id .. ".png]]")
            end
            table.insert(result, mw.getCurrentFrame():preprocess(
                "{{Entity Sprite/Repeat|" .. table.concat(idLinks, " ") .. "|" .. group[1].id .. "}}"
            ))
        end
    end

    return table.concat(result, "\n")
end

local function generateTemplate(entry, param)
    local spritePath = getSpritePath(entry)
    if not entry.id or not spritePath then
        return nil
    end

    if param == "image" then
        local states = getSpriteStates(entry)
        local stateStr = ""
        if states then
            local baseUrl = "https://github.com/space-syndicate/space-station-14/blob/master/Resources/Textures/"
            local links = {}
            for _, item in ipairs(states) do
                local spritePath = item.sprite
                local stateName = item.state
                local url = baseUrl .. spritePath .. "/" .. stateName .. ".png"
                table.insert(links, "[" .. url .. " " .. stateName .. "]")
            end
            stateStr = table.concat(links, ", ")
        end
        return mw.getCurrentFrame():preprocess(
            "{{Entity Sprite/Image|" .. entry.id ..
            "|https://github.com/space-syndicate/space-station-14/blob/master/Resources/Textures/" .. spritePath ..
            "|" .. stateStr .. "}}"
        )
    end

    return nil
end

function p.main(frame)
    local action = frame.args[1]
    local mode = frame.args[2]

    local dataPage
    if mode == "item" then
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/item.json/data"
    elseif mode == "clothing" then
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/clothing.json/data"
    elseif mode == "structure" then
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/structure.json/data"
    elseif mode == "mob" then
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/mob.json/data"
    elseif mode == "other" then
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/other.json/data"
    else
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite.json/data"
    end

    local spriteData = mw.loadData(dataPage)
    if not spriteData or type(spriteData) ~= "table" then
        return "Ошибка: Невозможно загрузить данные из JSON (" .. dataPage .. ")."
    end

    if action == "repeat" then
        return generateRepeatTemplate(spriteData)
    elseif action == "image" then
        local result = {}
        for _, entry in pairs(spriteData) do
            local template = generateTemplate(entry, action)
            if template then
                table.insert(result, template)
            end
        end
        return table.concat(result, "\n")
    else
        return nil
    end
end

return p