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 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)
return normalizeSpritePath(entry.sprite)
end
local function getPrefix(id, project)
if project ~= "" and JsonPaths.has(id, project) then
return project .. ":"
end
return ""
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(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 then
if not hasAnyParent(parents, whitelistSet) then
return false
end
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 getFirstSpriteAndState(entry)
local spritePath = getSpritePath(entry)
local states = getSpriteStates(entry)
if not spritePath then
return nil, nil
end
if states and #states > 0 and states[1].state then
return spritePath, states[1].state
end
if entry and entry.state then
return spritePath, tostring(entry.state)
end
return spritePath, nil
end
local function buildSpriteValue(entry)
local spritePath, stateName = getFirstSpriteAndState(entry)
if not spritePath then
return nil
end
if stateName and stateName ~= "" then
return spritePath .. " (" .. stateName .. ")"
end
return spritePath
end
local function getFirstSpriteAndState(entry)
local spritePath = getSpritePath(entry)
local states = getSpriteStates(entry)
if not spritePath then
return nil, nil
end
if states and #states > 0 and states[1].state then
return spritePath, states[1].state
end
if entry and entry.state then
return spritePath, tostring(entry.state)
end
return spritePath, nil
end
local function buildLinkedSpriteValue(entry, baseUrl)
local spritePath, stateName = getFirstSpriteAndState(entry)
if not spritePath then
return nil
end
local pathLink = "[" .. baseUrl .. spritePath .. " " .. spritePath .. "]"
if stateName and stateName ~= "" then
local stateLink = "[" .. baseUrl .. spritePath .. "/" .. stateName .. ".png " .. stateName .. "]"
return pathLink .. " (" .. stateLink .. ")"
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
local id = obj.id
local prefix = getPrefix(id, project)
table.insert(idLinks, "[[:Файл:" .. prefix .. id .. ".png]]")
end
local firstId = group[1].id
local firstEntry = group[1].entry
local prefix = getPrefix(firstId, project)
local spriteValue = buildLinkedSpriteValue(firstEntry, baseUrl) or ""
table.insert(result, mw.getCurrentFrame():preprocess(
"{{Entity Sprite/Repeat|спрайты=" .. 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 = getPrefix(id, project)
local states = getSpriteStates(entry)
local stateStr = ""
if states then
local links = {}
for _, item in ipairs(states) do
if item.sprite and item.state then
local url = baseUrl .. item.sprite .. "/" .. item.state .. ".png"
table.insert(links, "[" .. url .. " " .. item.state .. "]")
end
end
stateStr = table.concat(links, ", ")
end
return mw.getCurrentFrame():preprocess(
"{{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
table.insert(result, t)
end
end
return table.concat(result, "\n")
end
return nil
end
return p