Модуль:Entity Sprite/all: различия между версиями

Материал из Space Station 14 Вики
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Строка 83: Строка 83:


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


    local spriteBlock = findFieldInsensitive(entry, "Sprite")
     if spriteBlock and spriteBlock.layers then
     if spriteBlock and spriteBlock.layers then
         for _, layer in ipairs(spriteBlock.layers) do
         for _, layer in ipairs(spriteBlock.layers) do
             local alreadyAdded = false
             local alreadyAdded = false
             for _, r in ipairs(result) do
             for _, r in ipairs(result) do
                 if r.state == layer.state then
                local layerState = layer.state or "icon"
                 if r.state == layerState then
                     alreadyAdded = true
                     alreadyAdded = true
                     break
                     break
Строка 111: Строка 113:
             end
             end


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



Версия от 18:49, 1 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 == "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