Модуль:Entity Sprite/all
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 getSpritePath(entry)
return entry and normalizeSpritePath(entry.sprite) or nil
end
local function getSpriteStates(entry)
local result = {}
if entry and entry.layers and type(entry.layers) == "table" then
for _, layer in ipairs(entry.layers) do
if layer.visible ~= false and layer.state then
result[#result + 1] = {
state = tostring(layer.state),
sprite = normalizeSpritePath(layer.sprite or entry.sprite)
}
end
end
elseif entry and entry.state and entry.sprite then
result[#result + 1] = {
state = tostring(entry.state),
sprite = normalizeSpritePath(entry.sprite)
}
end
return (#result > 0) and result or nil
end
local function getPrimaryState(entry)
local states = getSpriteStates(entry)
if states and states[1] and states[1].state and states[1].state ~= "" then
return states[1].state
end
if entry and entry.state then
return tostring(entry.state)
end
return nil
end
local function buildSpriteLink(baseUrl, spritePath)
return "[" .. baseUrl .. spritePath .. " " .. spritePath .. "]"
end
local function buildStateLink(baseUrl, spritePath, stateName)
return "[" .. baseUrl .. spritePath .. "/" .. stateName .. ".png " .. stateName .. "]"
end
local function buildStateLinks(entry, baseUrl)
local spritePath = getSpritePath(entry)
local states = getSpriteStates(entry)
if not spritePath or not states then
return nil
end
local links = {}
for _, item in ipairs(states) do
if item.sprite and item.state then
links[#links + 1] = buildStateLink(baseUrl, item.sprite, item.state)
end
end
return (#links > 0) and links or nil
end
local function renderTemplate(template)
return mw.getCurrentFrame():preprocess(template)
end
local function buildEntryKey(entry)
local parts = {}
local function addField(name, value)
if value ~= nil then
parts[#parts + 1] = name .. "=" .. tostring(value)
end
end
addField("sprite", getSpritePath(entry))
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)
layers[#layers + 1] = table.concat(layerParts, ",")
end
table.sort(layers)
parts[#parts + 1] = "layers=" .. table.concat(layers, "|")
end
table.sort(parts)
return table.concat(parts, ";")
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
result[#result + 1] = 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(entry)
if not entry then
return nil
end
if type(entry.parents) == "table" then
return entry.parents
end
if type(entry.parents) == "string" then
return splitCsv(entry.parents)
end
return nil
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(entry, whitelistSet, blacklistSet)
local parents = getParents(entry)
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, prototypeData, whitelistSet, blacklistSet)
local result = {}
for id, entry in pairs(spriteData) do
local protoEntry = prototypeData and prototypeData[id] or entry
if shouldIncludeEntry(protoEntry, whitelistSet, blacklistSet) then
result[id] = entry
end
end
return result
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 {}
spriteGroups[key][#spriteGroups[key] + 1] = { 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
local id = obj.id
local prefix = (project ~= "" and JsonPaths.has(id, project)) and (project .. ":") or ""
idLinks[#idLinks + 1] = "[[:Файл:" .. prefix .. id .. ".png]]"
end
local firstId = group[1].id
local firstEntry = group[1].entry
local prefix = (project ~= "" and JsonPaths.has(firstId, project)) and (project .. ":") or ""
local spritePath = getSpritePath(firstEntry)
local spriteValue = ""
if spritePath then
spriteValue = buildSpriteLink(baseUrl, spritePath)
local stateName = getPrimaryState(firstEntry)
if stateName and stateName ~= "" then
spriteValue = spriteValue .. " (" .. buildStateLink(baseUrl, spritePath, stateName) .. ")"
end
end
result[#result + 1] = renderTemplate(
"{{Entity Sprite/Repeat|файлы=" .. table.concat(idLinks, " ") ..
"|перенаправление=" .. prefix .. 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 prefix = (project ~= "" and JsonPaths.has(id, project)) and (project .. ":") or ""
local stateLinks = buildStateLinks(entry, baseUrl)
local stateStr = stateLinks and table.concat(stateLinks, ", ") or ""
return renderTemplate(
"{{Entity Sprite/Image|файл=" .. prefix .. id ..
"|id=" .. id ..
"|путь=" .. baseUrl .. spritePath ..
"|state=" .. stateStr ..
"}}"
)
end
function p.main(frame)
local action = frame.args[1]
local json = frame.args.json or "sprite_entity.json"
local project = JsonPaths.project()
local baseUrl = JsonPaths.git() .. "/Resources/Textures/"
local dataPage = JsonPaths.get(json)
local prototypesPage = JsonPaths.get("entity prototypes.json")
local spriteData = mw.loadData(dataPage)
local prototypeData = mw.loadData(prototypesPage)
if not spriteData or type(spriteData) ~= "table" then
return "Ошибка загрузки JSON: " .. dataPage
end
if not prototypeData or type(prototypeData) ~= "table" then
return "Ошибка загрузки JSON: " .. prototypesPage
end
local whitelistSet = buildSet(frame.args.whitelistParent)
local blacklistSet = buildSet(frame.args.blacklistParent)
local filteredData = filterSpriteData(spriteData, prototypeData, whitelistSet, blacklistSet)
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
result[#result + 1] = t
end
end
return table.concat(result, "\n")
end
return nil
end
return p