Модуль:Entity Sprite/all: различия между версиями

Материал из Space Station 14 Вики
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(не показано 49 промежуточных версий этого же участника)
Строка 1: Строка 1:
local p = {}
local p = {}
local JsonPaths = require('Module:JsonPaths')


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


    local function isArray(t)
path = mw.text.trim(tostring(path))
        local count = 0
path = path:gsub("^/Textures/?", "")
        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
return path
        if #t1 ~= #t2 then return false end
end
        for i = 1, #t1 do
 
            if not deepEqual(t1[i], t2[i]) then
local function normalizeData(data)
                return false
if type(data) ~= "table" then
            end
return nil
        end
end
        return true
 
    end
if type(data.id) == "table" then
return data.id
end
 
return data
end
 
local function buildEntryKey(entry)
local parts = {}
 
local function addField(name, value)
if value ~= nil then
table.insert(parts, name .. "=" .. tostring(value))
end
end
 
addField("sprite", normalizeSpritePath(entry.sprite))
addField("state", entry.state)
addField("scale", entry.scale)
addField("enableOverrideDir", entry.enableOverrideDir)
addField("overrideDir", entry.overrideDir)
 
if entry.layers and type(entry.layers) == "table" then
local layers = {}
 
for _, layer in ipairs(entry.layers) do
local layerParts = {}
 
for k, v in pairs(layer) do
if type(v) ~= "table" then
layerParts[#layerParts + 1] = k .. "=" .. tostring(v)
end
end


    for k, v in pairs(t1) do
table.sort(layerParts)
        if t2[k] == nil or not deepEqual(v, t2[k]) then
table.insert(layers, table.concat(layerParts, ","))
            return false
end
        end
    end


    for k, v in pairs(t2) do
table.sort(layers)
        if t1[k] == nil or not deepEqual(v, t1[k]) then
table.insert(parts, "layers=" .. table.concat(layers, "|"))
            return false
end
        end
    end


    return true
table.sort(parts)
return table.concat(parts, ";")
end
end


local function findFieldInsensitive(tbl, fieldName)
local function getSpriteStates(entry)
    for key, value in pairs(tbl) do
local result = {}
        if type(key) == "string" and mw.ustring.lower(key) == mw.ustring.lower(fieldName) then
 
            return value
if entry.layers and type(entry.layers) == "table" then
        end
for _, layer in ipairs(entry.layers) do
    end
if layer.visible ~= false and layer.state then
    return nil
table.insert(result, {
state = tostring(layer.state),
sprite = normalizeSpritePath(layer.sprite or entry.sprite)
})
end
end
elseif entry.state and entry.sprite then
table.insert(result, {
state = tostring(entry.state),
sprite = normalizeSpritePath(entry.sprite)
})
end
 
return (#result > 0) and result or nil
end
end


local function getSpritePath(entry)
local function getSpritePath(entry)
    local iconField = findFieldInsensitive(entry, "Icon")
if entry.sprite then
    local spriteField = findFieldInsensitive(entry, "Sprite")
return normalizeSpritePath(entry.sprite)
   
end
    if iconField and iconField.sprite then
 
        return iconField.sprite
if entry.layers and type(entry.layers) == "table" then
    elseif spriteField and spriteField.sprite then
for _, layer in ipairs(entry.layers) do
        return spriteField.sprite
if layer.sprite then
    elseif spriteField and spriteField.layers then
return normalizeSpritePath(layer.sprite)
        for _, layer in pairs(spriteField.layers) do
end
            if layer.sprite then
end
                return layer.sprite
end
            end
 
        end
return nil
    end
end
    return nil
 
local function splitCsv(value)
local result = {}
 
if value == nil then
return nil
end
 
value = mw.text.trim(tostring(value))
if value == "" then
return nil
end
 
for part in mw.text.gsplit(value, ",", true) do
local item = mw.text.trim(part)
if item ~= "" then
table.insert(result, item)
end
end
 
return (#result > 0) and result or nil
end
 
local function buildSet(value)
local list = splitCsv(value)
if not list then
return nil
end
 
local set = {}
for _, item in ipairs(list) do
set[item] = true
end
 
return set
end
 
local function getParents(parentData, id)
if not parentData or type(parentData) ~= "table" or not id then
return nil
end
 
local parents = parentData[id]
if type(parents) ~= "table" then
return nil
end
 
return parents
end
 
local function hasAnyParent(parents, set)
if not parents or not set then
return false
end
 
for _, parent in ipairs(parents) do
if set[parent] then
return true
end
end
 
return false
end
 
local function shouldIncludeEntry(id, whitelistSet, blacklistSet, parentData)
local parents = getParents(parentData, id)
 
if whitelistSet and not hasAnyParent(parents, whitelistSet) then
return false
end
 
if blacklistSet and hasAnyParent(parents, blacklistSet) then
return false
end
 
return true
end
 
local function filterSpriteData(spriteData, parentData, whitelistSet, blacklistSet, project)
local result = {}
 
for id, entry in pairs(spriteData) do
if shouldIncludeEntry(id, whitelistSet, blacklistSet, parentData) then
if project == "" or JsonPaths.has(id, project) then
result[id] = entry
end
end
end
 
return result
end
 
local function buildFileLink(id, project)
return "[[:Файл:" .. JsonPaths.prefixFile(id) .. ".png]]"
end
 
local function buildSpriteUrl(baseUrl, spritePath)
return baseUrl .. spritePath
end
 
local function buildSpritePathLink(baseUrl, spritePath)
local url = buildSpriteUrl(baseUrl, spritePath)
return "[" .. url .. " " .. spritePath .. "]"
end
end


local function isStateFirstKey(layer)
local function buildStateLink(baseUrl, spritePath, state)
    for k, _ in pairs(layer) do
local url = buildSpriteUrl(baseUrl, spritePath) .. "/" .. state .. ".png"
        return k == "state"
return "[" .. url .. " " .. state .. "]"
    end
    return false
end
end


local function getSpriteStates(entry)
local function buildSpriteStateLinks(baseUrl, states)
    local result = {}
if not states or #states == 0 then
return ""
end
 
local links = {}


    local function addState(state, sprite)
for _, item in ipairs(states) do
        table.insert(result, { state = state, sprite = sprite })
if item.sprite and item.state then
    end
table.insert(links, buildStateLink(baseUrl, item.sprite, item.state))
end
end


    local spritePath = getSpritePath(entry)
return table.concat(links, ", ")
end


    local iconBlock = findFieldInsensitive(entry, "Icon")
local function buildRepeatSpriteValue(baseUrl, entry)
    if iconBlock and iconBlock.state then
local spritePath = getSpritePath(entry)
        addState(iconBlock.state, getSpritePath(entry))
if not spritePath then
    else
return ""
        local spriteBlock = findFieldInsensitive(entry, "Sprite")
end
        if spriteBlock and spriteBlock.layers then
            for _, layer in ipairs(spriteBlock.layers) do
                if layer.state and layer.visible ~= false then
                    local s = layer.sprite or spritePath
                    addState(layer.state, s)
                    break
                end
            end
        elseif spriteBlock and spriteBlock.state then
            addState(spriteBlock.state, getSpritePath(entry))
        end
    end


    local spriteBlock = findFieldInsensitive(entry, "Sprite")
local pathLink = buildSpritePathLink(baseUrl, spritePath)
    if spriteBlock and spriteBlock.layers then
local states = getSpriteStates(entry)
        for _, layer in ipairs(spriteBlock.layers) do
            local alreadyAdded = false
            for _, r in ipairs(result) do
                if r.state == layer.state then
                    alreadyAdded = true
                    break
                end
            end


            if not alreadyAdded and layer.state and isStateFirstKey(layer) and layer.visible ~= false then
if states and #states > 0 and states[1].state and states[1].state ~= "" then
                local s = layer.sprite or spritePath
return pathLink .. " (" .. buildStateLink(baseUrl, spritePath, states[1].state) .. ")"
                addState(layer.state, s)
end
            end
        end
    end


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


local function generateRepeatTemplate(data)
local function generateRepeatTemplate(data, project, baseUrl)
    local spriteGroups = {}
local spriteGroups = {}
 
for id, entry in pairs(data) do
local key = buildEntryKey(entry)
 
spriteGroups[key] = spriteGroups[key] or {}
table.insert(spriteGroups[key], { id = id, entry = entry })
end
 
local result = {}
 
for _, group in pairs(spriteGroups) do
if #group > 1 then
local idLinks = {}


    for _, entry in pairs(data) do
for _, obj in ipairs(group) do
        local found = false
table.insert(idLinks, buildFileLink(obj.id, project))
        for _, group in pairs(spriteGroups) do
end
            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
local firstId = group[1].id
            table.insert(spriteGroups, {entry})
local firstEntry = group[1].entry
        end
local spriteValue = buildRepeatSpriteValue(baseUrl, firstEntry)
    end


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


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


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


    if param == "image" then
local states = getSpriteStates(entry)
        local states = getSpriteStates(entry)
local stateStr = buildSpriteStateLinks(baseUrl, states)
        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
return mw.getCurrentFrame():preprocess(
"{{Entity Sprite/Image|файл=" .. JsonPaths.prefixFile(id) ..
"|id=" .. id ..
"|путь=" .. buildSpriteUrl(baseUrl, spritePath) ..
"|state=" .. stateStr ..
"}}"
)
end
end


function p.main(frame)
function p.main(frame)
    local action = frame.args[1]
local action = frame.args[1]
    local mode = frame.args[2]
local json = frame.args.json or "component/Sprite.json"
 
local project = JsonPaths.project()
local baseUrl = JsonPaths.git() .. "/Resources/Textures/"
 
local dataPage = JsonPaths.get(json)
local parentPage = JsonPaths.get("entity parent.json")
 
local spriteDataRaw = mw.loadData(dataPage)
local parentDataRaw = mw.loadData(parentPage)
 
local spriteData = normalizeData(spriteDataRaw)
local parentData = normalizeData(parentDataRaw)
 
if not spriteData or type(spriteData) ~= "table" then
return "Ошибка загрузки JSON: " .. dataPage
end
 
if not parentData or type(parentData) ~= "table" then
return "Ошибка загрузки JSON: " .. parentPage
end
 
local whitelistSet = buildSet(frame.args.whitelistParent)
local blacklistSet = buildSet(frame.args.blacklistParent)
local filteredData = filterSpriteData(spriteData, parentData, whitelistSet, blacklistSet, project)
 
if action == "repeat" then
return generateRepeatTemplate(filteredData, project, baseUrl)
elseif action == "image" then
local result = {}


    local dataPage
for id, entry in pairs(filteredData) do
    if mode == "item" then
local t = generateTemplate(id, entry, baseUrl, project)
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/item.json/data"
if t then
    elseif mode == "structure" then
table.insert(result, t)
        dataPage = "Модуль:IanComradeBot/prototypes/entity sprite/structure.json/data"
end
    elseif mode == "mob" then
end
        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)
return table.concat(result, "\n")
    if not spriteData or type(spriteData) ~= "table" then
end
        return "Ошибка: Невозможно загрузить данные из JSON (" .. dataPage .. ")."
    end


    if action == "repeat" then
return nil
        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
end


return p
return p

Текущая версия от 15:31, 23 июня 2026

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

local p = {}
local JsonPaths = require('Module:JsonPaths')

local function normalizeSpritePath(path)
	if path == nil then
		return nil
	end

	path = mw.text.trim(tostring(path))
	path = path:gsub("^/Textures/?", "")

	return path
end

local function normalizeData(data)
	if type(data) ~= "table" then
		return nil
	end

	if type(data.id) == "table" then
		return data.id
	end

	return data
end

local function buildEntryKey(entry)
	local parts = {}

	local function addField(name, value)
		if value ~= nil then
			table.insert(parts, name .. "=" .. tostring(value))
		end
	end

	addField("sprite", normalizeSpritePath(entry.sprite))
	addField("state", entry.state)
	addField("scale", entry.scale)
	addField("enableOverrideDir", entry.enableOverrideDir)
	addField("overrideDir", entry.overrideDir)

	if entry.layers and type(entry.layers) == "table" then
		local layers = {}

		for _, layer in ipairs(entry.layers) do
			local layerParts = {}

			for k, v in pairs(layer) do
				if type(v) ~= "table" then
					layerParts[#layerParts + 1] = k .. "=" .. tostring(v)
				end
			end

			table.sort(layerParts)
			table.insert(layers, table.concat(layerParts, ","))
		end

		table.sort(layers)
		table.insert(parts, "layers=" .. table.concat(layers, "|"))
	end

	table.sort(parts)
	return table.concat(parts, ";")
end

local function getSpriteStates(entry)
	local result = {}

	if entry.layers and type(entry.layers) == "table" then
		for _, layer in ipairs(entry.layers) do
			if layer.visible ~= false and layer.state then
				table.insert(result, {
					state = tostring(layer.state),
					sprite = normalizeSpritePath(layer.sprite or entry.sprite)
				})
			end
		end
	elseif entry.state and entry.sprite then
		table.insert(result, {
			state = tostring(entry.state),
			sprite = normalizeSpritePath(entry.sprite)
		})
	end

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

local function getSpritePath(entry)
	if entry.sprite then
		return normalizeSpritePath(entry.sprite)
	end

	if entry.layers and type(entry.layers) == "table" then
		for _, layer in ipairs(entry.layers) do
			if layer.sprite then
				return normalizeSpritePath(layer.sprite)
			end
		end
	end

	return nil
end

local function splitCsv(value)
	local result = {}

	if value == nil then
		return nil
	end

	value = mw.text.trim(tostring(value))
	if value == "" then
		return nil
	end

	for part in mw.text.gsplit(value, ",", true) do
		local item = mw.text.trim(part)
		if item ~= "" then
			table.insert(result, item)
		end
	end

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

local function buildSet(value)
	local list = splitCsv(value)
	if not list then
		return nil
	end

	local set = {}
	for _, item in ipairs(list) do
		set[item] = true
	end

	return set
end

local function getParents(parentData, id)
	if not parentData or type(parentData) ~= "table" or not id then
		return nil
	end

	local parents = parentData[id]
	if type(parents) ~= "table" then
		return nil
	end

	return parents
end

local function hasAnyParent(parents, set)
	if not parents or not set then
		return false
	end

	for _, parent in ipairs(parents) do
		if set[parent] then
			return true
		end
	end

	return false
end

local function shouldIncludeEntry(id, whitelistSet, blacklistSet, parentData)
	local parents = getParents(parentData, id)

	if whitelistSet and not hasAnyParent(parents, whitelistSet) then
		return false
	end

	if blacklistSet and hasAnyParent(parents, blacklistSet) then
		return false
	end

	return true
end

local function filterSpriteData(spriteData, parentData, whitelistSet, blacklistSet, project)
	local result = {}

	for id, entry in pairs(spriteData) do
		if shouldIncludeEntry(id, whitelistSet, blacklistSet, parentData) then
			if project == "" or JsonPaths.has(id, project) then
				result[id] = entry
			end
		end
	end

	return result
end

local function buildFileLink(id, project)
	return "[[:Файл:" .. JsonPaths.prefixFile(id) .. ".png]]"
end

local function buildSpriteUrl(baseUrl, spritePath)
	return baseUrl .. spritePath
end

local function buildSpritePathLink(baseUrl, spritePath)
	local url = buildSpriteUrl(baseUrl, spritePath)
	return "[" .. url .. " " .. spritePath .. "]"
end

local function buildStateLink(baseUrl, spritePath, state)
	local url = buildSpriteUrl(baseUrl, spritePath) .. "/" .. state .. ".png"
	return "[" .. url .. " " .. state .. "]"
end

local function buildSpriteStateLinks(baseUrl, states)
	if not states or #states == 0 then
		return ""
	end

	local links = {}

	for _, item in ipairs(states) do
		if item.sprite and item.state then
			table.insert(links, buildStateLink(baseUrl, item.sprite, item.state))
		end
	end

	return table.concat(links, ", ")
end

local function buildRepeatSpriteValue(baseUrl, entry)
	local spritePath = getSpritePath(entry)
	if not spritePath then
		return ""
	end

	local pathLink = buildSpritePathLink(baseUrl, spritePath)
	local states = getSpriteStates(entry)

	if states and #states > 0 and states[1].state and states[1].state ~= "" then
		return pathLink .. " (" .. buildStateLink(baseUrl, spritePath, states[1].state) .. ")"
	end

	return pathLink
end

local function generateRepeatTemplate(data, project, baseUrl)
	local spriteGroups = {}

	for id, entry in pairs(data) do
		local key = buildEntryKey(entry)

		spriteGroups[key] = spriteGroups[key] or {}
		table.insert(spriteGroups[key], { id = id, entry = entry })
	end

	local result = {}

	for _, group in pairs(spriteGroups) do
		if #group > 1 then
			local idLinks = {}

			for _, obj in ipairs(group) do
				table.insert(idLinks, buildFileLink(obj.id, project))
			end

			local firstId = group[1].id
			local firstEntry = group[1].entry
			local spriteValue = buildRepeatSpriteValue(baseUrl, firstEntry)

			table.insert(result, mw.getCurrentFrame():preprocess(
				"{{Entity Sprite/Repeat|файлы=" .. table.concat(idLinks, " ") ..
				"|перенаправление=" .. JsonPaths.prefixFile(firstId) ..
				"|id=" .. firstId ..
				"|спрайт=" .. spriteValue ..
				"}}"
			))
		end
	end

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

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

	local states = getSpriteStates(entry)
	local stateStr = buildSpriteStateLinks(baseUrl, states)

	return mw.getCurrentFrame():preprocess(
		"{{Entity Sprite/Image|файл=" .. JsonPaths.prefixFile(id) ..
		"|id=" .. id ..
		"|путь=" .. buildSpriteUrl(baseUrl, spritePath) ..
		"|state=" .. stateStr ..
		"}}"
	)
end

function p.main(frame)
	local action = frame.args[1]
	local json = frame.args.json or "component/Sprite.json"

	local project = JsonPaths.project()
	local baseUrl = JsonPaths.git() .. "/Resources/Textures/"

	local dataPage = JsonPaths.get(json)
	local parentPage = JsonPaths.get("entity parent.json")

	local spriteDataRaw = mw.loadData(dataPage)
	local parentDataRaw = mw.loadData(parentPage)

	local spriteData = normalizeData(spriteDataRaw)
	local parentData = normalizeData(parentDataRaw)

	if not spriteData or type(spriteData) ~= "table" then
		return "Ошибка загрузки JSON: " .. dataPage
	end

	if not parentData or type(parentData) ~= "table" then
		return "Ошибка загрузки JSON: " .. parentPage
	end

	local whitelistSet = buildSet(frame.args.whitelistParent)
	local blacklistSet = buildSet(frame.args.blacklistParent)
	local filteredData = filterSpriteData(spriteData, parentData, whitelistSet, blacklistSet, project)

	if action == "repeat" then
		return generateRepeatTemplate(filteredData, project, baseUrl)
	elseif action == "image" then
		local result = {}

		for id, entry in pairs(filteredData) do
			local t = generateTemplate(id, entry, baseUrl, project)
			if t then
				table.insert(result, t)
			end
		end

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

	return nil
end

return p