Module:VehicleHardpoint

local VehicleHardpoint = {}

local metatable = {} local methodtable = {}

metatable.__index = methodtable

local TNT = require( 'Module:Translate' ):new local common = require( 'Module:Common' ) -- formatNum and spairs local hatnote = require( 'Module:Hatnote' )._hatnote local data = mw.loadJsonData( 'Module:VehicleHardpoint/data.json' )

--- Calls TNT with the given key --- --- @param key string The translation key --- @param addSuffix boolean Adds a language suffix if data.smw_multilingual_text is true --- @return string If the key was not found in the .tab page, the key is returned local function translate( key, addSuffix ) addSuffix = addSuffix or false local success, translation

local function multilingualIfActive( input ) if addSuffix and data.smw_multilingual_text == true then return string.format( '%s@%s', input, data.module_lang or mw.getContentLanguage:getCode ) end

return input end

if data.module_lang ~= nil then success, translation = pcall( TNT.formatInLanguage, data.module_lang, 'Module:VehicleHardpoint/i18n.json', key or '' ) else success, translation = pcall( TNT.format, 'Module:VehicleHardpoint/i18n.json', key or '' ) end

if not success or translation == nil then return multilingualIfActive( key ) end

return multilingualIfActive( translation ) end

--- Checks if an entry contains a 'child' key with further entries --- --- @return boolean local function hasChildren( row ) return row.children ~= nil and type( row.children ) == 'table' and #row.children > 0 end

--- Creates the object that is used to query the SMW store --- --- @param page string the vehicle page containing data --- @return table local function makeSmwQueryObject( page ) local langSuffix = '' if data.smw_multilingual_text == true then langSuffix = '+lang=' .. ( data.module_lang or mw.getContentLanguage:getCode ) end

return { string.format(           '-Has subobject::' .. page .. '%s::+%s::+',            translate( 'SMW_HardpointType' ),            translate( 'SMW_VehicleHardpointsTemplateGroup' )        ), string.format( '?%s#-=from_gamedata', translate( 'SMW_FromGameData' ) ), string.format( '?%s#-=count', translate( 'SMW_ItemQuantity' ) ), string.format( '?%s#-=min_size', translate( 'SMW_HardpointMinimumSize' ) ), string.format( '?%s#-=max_size', translate( 'SMW_HardpointMaximumSize' ) ), string.format( '?%s#-=class', translate( 'SMW_VehicleHardpointsTemplateGroup' ) ), langSuffix, string.format( '?%s#-=type', translate( 'SMW_HardpointType' ) ), langSuffix, string.format( '?%s#-=sub_type', translate( 'SMW_HardpointSubtype' ) ), langSuffix, string.format( '?%s#-=name', translate( 'SMW_Name' ) ), string.format( '?%s#-n=scu', translate( 'SMW_Inventory' ) ), string.format( '?UUID#-=uuid' ), string.format( '?%s#-=hardpoint', translate( 'SMW_Hardpoint' ) ) , string.format( '?%s#-=class_name', translate( 'SMW_HardpointClassName' ) ) , string.format( '?%s#-=magazine_capacity', translate( 'SMW_MagazineCapacity' ) ), string.format( '?%s=thrust_capacity', translate( 'SMW_ThrustCapacity' ) ), string.format( '?%s=damage', translate( 'SMW_Damage' ) ), string.format( '?%s=damage_radius', translate( 'SMW_DamageRadius' ) ), string.format( '?%s=fuel_capacity', translate( 'SMW_FuelCapacity' ) ), string.format( '?%s=fuel_intake_rate', translate( 'SMW_FuelIntakeRate' ) ), string.format( '?%s#-=parent_hardpoint', translate( 'SMW_ParentHardpoint' ) ), string.format( '?%s#-=root_hardpoint', translate( 'SMW_RootHardpoint' ) ), string.format( '?%s#-=parent_uuid', translate( 'SMW_ParentHardpointUuid' ) ), string.format( '?%s#-=icon', translate( 'SMW_Icon' ) ), string.format( '?%s=hp', translate( 'SMW_HitPoints' ) ), string.format( '?%s#-=position', translate( 'SMW_Position' ) ), -- These are subquery chains, they require that the 'Name' attribute is of type Page -- And that these pages contain SMW attributes '?' .. translate( 'SMW_Name' ) .. '.' .. translate( 'SMW_Grade' ) .. '#-=item_grade', '?' .. translate( 'SMW_Name' ) .. '.' .. translate( 'SMW_Class' ) .. '#-=item_class', '?' .. translate( 'SMW_Name' ) .. '.' .. translate( 'SMW_Size' ) .. '#-=item_size', '?' .. translate( 'SMW_Name' ) .. '.' .. translate( 'SMW_Manufacturer' ) .. '#-=manufacturer', string.format(           'sort=%s,%s,%s,%s,%s',            translate( 'SMW_VehicleHardpointsTemplateGroup' ),            translate( 'SMW_Hardpoint' ),            translate( 'SMW_HardpointType' ),            translate( 'SMW_HardpointMaximumSize' ),            translate( 'SMW_ItemQuantity' )        ), 'order=asc,desc,asc,asc,asc', 'limit=1000' } end

--- Creates a 'key' based on various data points found on the hardpoint and item --- Based on this key, the count of some entries is generated --- --- @param row table - API Data --- @param hardpointData table - Data from getHardpointData --- @param parent table|nil - Parent hardpoint (A settable SMW Subobject) --- @param root string|nil - Root hardpoint --- @return string Key local function makeKey( row, hardpointData, parent, root ) local key

-- If the hardpoint has an item attached if type( row.item ) == 'table' then -- List of item types that should always be grouped together -- i.e. their count is increased instead of them being displayed as separate boxes if row.type == 'ManneuverThruster' or          row.type == 'MainThruster' or           row.type == 'ArmorLocker' or           row.type == 'Bed' or           row.type == 'CargoGrid' or           row.type == 'Cargo' then key = row.type .. row.sub_type else local suffix = ( row.item.name or '' ) if suffix == '<= PLACEHOLDER =>' then suffix = row.item.uuid end

-- Adding the uuid to the key ensures separate boxes if the equipped item differs key = row.type .. row.sub_type .. suffix end else -- If no item is set, use the pre-defined class and type key = hardpointData.class .. hardpointData.type end

-- Appends the parent and root hardpoints in order to not mess up child counts -- Without this, a vehicle with four turrets containing each one weapon would be listed as   -- having four turrets that each has four weapons (if the exact weapon is equipped on each turret) if parent ~= nil and parent[ translate( 'SMW_Name' ) ] ~= nil and row.type ~= 'DecoyLauncherMagazine' and row.type ~= 'NoiseLauncherMagazine' then --key = key .. parent[ translate( 'SMW_Hardpoint' ) ] key = key .. ( parent[ translate( 'SMW_Name' ) ] or parent[ translate( 'SMW_Hardpoint' ) ] ) end

if root ~= nil and not string.match( key, root ) and ( hardpointData.class == 'Weapons' or hardpointData.class == 'Utility' ) then key = key .. root end

if hardpointData.class == 'Weapons' and row.name ~= nil and row.type == 'MissileLauncher' then --       key = key .. row.item.name or row.name end

mw.logObject( string.format( 'Key: %s', key ), 'makeKey' )

return key end

--- Get pre-defined hardpoint data for a given hardpoint type --- If no type is found, the hardpoint name is matched against the defined regexes until the first one matches --- --- @param hardpointType string --- @return table|nil function methodtable.getHardpointData( self, hardpointType ) if type( data.matches[ hardpointType ] ) == 'table' then return data.matches[ hardpointType ] end

for hType, mappingData in pairs( data.matches ) do       if hardpointType == hType then return mappingData elseif type( mappingData.matches ) == 'table' then for _, matcher in pairs( mappingData.matches ) do               if string.match( hardpointType, matcher ) ~= nil then return mappingData end end end end

return nil end

--- Creates a child object for weapons and counter measure ammunitions --- As well as weapon ports on armor locker --- --- @param hardpoint table A hardpoint object form the API --- @return void local function addSubComponents( hardpoint ) if type( hardpoint.item ) ~= 'table' then return end

if type( hardpoint.children ) ~= 'table' then hardpoint.children = {} end

if hardpoint.item.type == 'WeaponDefensive' or hardpoint.item.type == 'WeaponGun' then local item_type = 'Magazine' if mw.ustring.sub( hardpoint.class_name, -5 ) == 'chaff' then item_type = 'NoiseLauncherMagazine' elseif mw.ustring.sub( hardpoint.class_name, -5 ) == 'flare' then item_type = 'DecoyLauncherMagazine' end

local capacity = {} local magazineName = translate( 'Magazine' ) if hardpoint.item.type == 'WeaponGun' and type( hardpoint.item.vehicle_weapon ) == 'table' then table.insert( capacity, hardpoint.item.vehicle_weapon.capacity )

-- This is a laser weapon, add another capacity of -1 to indicate that this weapon has infinite ammo if type( hardpoint.item.vehicle_weapon.regeneration ) == 'table' then table.insert( capacity, -1 ) magazineName = translate( 'Capacitor' ) end elseif type( hardpoint.item.counter_measure ) == 'table' then table.insert( capacity, hardpoint.item.counter_measure.capacity ) end

table.insert( hardpoint.children, {           name = 'faux_hardpoint_magazine',            class_name = 'FAUX_' .. item_type .. 'Magazine',            type = item_type,            sub_type = item_type,            min_size = 1,            max_size = 1,            item = {                name = magazineName,                type = item_type,                sub_type = item_type,                magazine_capacity = capacity            }        } ) end

-- This seems to be a weapon rack if ( hardpoint.item.type == 'Usable' or hardpoint.item.type == 'Door' ) and type( hardpoint.item.ports ) == 'table' then local item_type = 'WeaponPort' for _, port in pairs( hardpoint.item.ports ) do           -- Prevent stuff like mattress and pillow to count as weapon ports (I don't think SC let you hide weapons inside them :P) if ( mw.ustring.find( port.name, 'weapon', 1, true ) or mw.ustring.find( port.display_name, 'weapon', 1, true ) ) then local sub_type = item_type .. tostring( port.sizes.min or 0 ) .. tostring( port.sizes.max or 0 ) local name = 'WeaponPort'

if port.sizes.max == 5 or mw.ustring.find( port.display_name, 'launcher', 1, true ) then name = name .. 'Launcher' elseif port.sizes.max == 4 or mw.ustring.find( port.display_name, 'rifle', 1, true ) then name = name .. 'Rifle' elseif mw.ustring.find( port.display_name, 'multitool', 1, true ) then name = name .. 'Multitool' elseif mw.ustring.find( port.display_name, 'addon', 1, true ) then name = name .. 'Addon' -- Assume size 1 is pistol slot if it is not specified as multitool or addon elseif port.sizes.max == 1 or mw.ustring.find( port.display_name, 'pistol', 1, true ) then name = name .. 'Pistol' end

table.insert( hardpoint.children, {                   name = 'faux_hardpoint_weaponport',                    class_name = 'FAUX_WeaponPort',                    type = item_type,                    sub_type = sub_type,                    min_size = port.sizes.min,                    max_size = port.sizes.max,                    item = {                        name = translate( name ),                        type = item_type,                        sub_type = sub_type,                    }                } ) end end end end

--- Builds the object that is saved to SMW as a Subobject --- --- @param row table - API Data --- @param hardpointData table - Data from getHardpointData --- @param parent table|nil - Parent hardpoint --- @param root string|nil - Root hardpoint --- @return table function methodtable.makeObject( self, row, hardpointData, parent, root ) local object = {}

if hardpointData == nil then hardpointData = self:getHardpointData( row.type or row.name ) end

if hardpointData == nil then return nil end

object[ translate( 'SMW_Hardpoint' ) ] = row.name object[ translate( 'SMW_FromGameData' ) ] = true object[ translate( 'SMW_HardpointMinimumSize' ) ] = row.min_size object[ translate( 'SMW_HardpointMaximumSize' ) ] = row.max_size object[ translate( 'SMW_VehicleHardpointsTemplateGroup' ) ] = translate( hardpointData.class, true ) object[ translate( 'SMW_HitPoints' ) ] = row.damage_max object[ translate( 'SMW_Position' ) ] = row.position

if type( row.class_name ) == 'string' then object[ translate( 'SMW_HardpointClassName' ) ] = row.class_name end

object[ translate( 'SMW_HardpointType' ) ] = translate( hardpointData.type, true ) object[ translate( 'SMW_HardpointSubtype' ) ] = translate( hardpointData.type, true )

-- FIXME: Is there a way to use Lua table key directly instead of setting subtype separately in data.json? -- For some components (e.g. missile), the key is the subtype of the component local function setTypeSubtype( match ) if match ~= nil then if match.type ~= nil then object[ translate( 'SMW_HardpointType' ) ] = translate( match.type, true ) end if match.subtype ~= nil then object[ translate( 'SMW_HardpointSubtype' ) ] = translate( match.subtype, true ) end end end

setTypeSubtype( data.matches[ row.type ] ) setTypeSubtype( data.matches[ row.sub_type ] )

if hardpointData.item ~= nil and type( hardpointData.item.name ) == 'string' then object[ translate( 'SMW_Name' ) ] = hardpointData.item.name end

if type( row.item ) == 'table' then local itemObj = row.item

if itemObj.name ~= '<= PLACEHOLDER =>' then local match = string.match( row.class_name or '', '[Dd]estruct_(%d+s)' )

if row.type == 'SelfDestruct' and match ~= nil then object[ translate( 'SMW_Name' ) ] = string.format( '%s (%s)', translate( 'SMW_SelfDestruct' ), match ) -- Set self-destruct stats -- FIXME: Do subquery instead when CIG properly implement self-destruct components if itemObj.self_destruct then object[ translate( 'SMW_Damage' ) ] = itemObj.self_destruct.damage object[ translate( 'SMW_DamageRadius' ) ] = itemObj.self_destruct.radius end -- Differentiate weapon rack and locker elseif row.type == 'Door' and hardpointData.type == 'WeaponRack' then object[ translate( 'SMW_Name' ) ] = translate( 'WeaponLocker' ) else object[ translate( 'SMW_Name' ) ] = itemObj.name end else object[ translate( 'SMW_Name' ) ] = object[ translate( 'SMW_HardpointSubtype' ) ] end

object[ translate( 'SMW_MagazineCapacity' ) ] = itemObj.magazine_capacity

if ( itemObj.type == 'Cargo' or itemObj.type == 'SeatAccess' or itemObj.type == 'CargoGrid' or itemObj.type == 'Container' ) and type( itemObj.inventory ) == 'table' then object[ translate( 'SMW_Inventory' ) ] = common.formatNum( (itemObj.inventory.scu or nil ), nil ) end

if itemObj.thruster then object[ translate( 'SMW_ThrustCapacity' ) ] = itemObj.thruster.thrust_capacity --- Convert to per Newton since thrust capacity is in Newton object[ translate( 'SMW_FuelBurnRate' ) ] = itemObj.thruster.fuel_burn_per_10k_newton / 10000 end

if itemObj.fuel_tank and itemObj.fuel_tank.capacity > 0 then object[ translate( 'SMW_FuelCapacity' ) ] = itemObj.fuel_tank.capacity end

if itemObj.fuel_intake then object[ translate( 'SMW_FuelIntakeRate' ) ] = itemObj.fuel_intake.fuel_push_rate end

if object[ translate( 'SMW_HardpointMinimumSize' ) ] == nil then object[ translate( 'SMW_HardpointMinimumSize' ) ] = itemObj.size object[ translate( 'SMW_HardpointMaximumSize' ) ] = itemObj.size end

object[ 'UUID' ] = row.item.uuid end

if parent ~= nil then object[ translate( 'SMW_ParentHardpointUuid' ) ] = parent[ 'UUID' ] object[ translate( 'SMW_ParentHardpoint' ) ] = parent[ translate( 'SMW_Name' ) ] end

if root ~= nil then object[ translate( 'SMW_RootHardpoint' ) ] = root end

-- Icon local icon = hardpointData.type if data.section_label_fixes[ hardpointData.class ] ~= nil or data.section_label_fixes[ hardpointData.type ] ~= nil then icon = data.section_label_fixes[ hardpointData.class ] or data.section_label_fixes[ hardpointData.type ] end

for hType, iconKey in pairs( data.icons ) do       if hType == icon then -- Disable label missing icons for now if iconKey == '' then icon = nil break end -- Apply icon key override icon = iconKey end end

if icon ~= nil then if data.icon_name_localized == true then icon = translate( icon ) end

if data.icon_name_lowercase == true then icon = string.lower( icon ) end

object[ translate( 'SMW_Icon' ) ] = string.format( 'File:%s%s.svg', data.icon_prefix, icon ) end

-- Remove SeatAccess Hardpoints without storage if row.item ~= nil and row.item.type == 'SeatAccess' and object[ translate( 'SMW_Inventory' ) ] == nil then object = nil end

return object; end

--- Sets all available hardpoints as SMW subobjects --- This method should be called by the accompanying Vehicle Module --- --- @param hardpoints table API Hardpoint data function methodtable.setHardPointObjects( self, hardpoints ) if type( hardpoints ) ~= 'table' then error( translate( 'msg_invalid_hardpoints_object' ) ) end

local objects = {} local depth = 1

local function cleanClassName( input ) if string.find( input, 'turret', 1, true ) then local parts = mw.text.split( input, 'turret', true ) input = parts[ 1 ] or input end

for _, remove in pairs( { 'top', 'bottom', 'left', 'right', 'front', 'rear', 'bubble', 'side' } ) do           input = string.gsub( input, '_' .. remove, '', 1 ) end

return input end

-- Adds the subobject to the list of objects that should be saved to SMW -- Increases the item quantity / or combined cargo capacity for objects that have equal keys local function addToOut( object, key ) if object == nil then return end

-- If this key (object) has not been seen before, save it to the list of subobjects if type( objects[ key ] ) ~= 'table' then if object ~= nil then objects[ key ] = object objects[ key ][ translate( 'SMW_ItemQuantity' ) ] = 1 end else -- This key (object) has been seen before: Increase the quantity and any other cumulative metrics objects[ key ][ translate( 'SMW_ItemQuantity' ) ] = objects[ key ][ translate( 'SMW_ItemQuantity' ) ] + 1 if object[ translate( 'SMW_Position' ) ] ~= nil then if type( objects[ key ][ translate( 'SMW_Position' ) ] ) == 'table' then table.insert( objects[ key ][ translate( 'SMW_Position' ) ], object[ translate( 'SMW_Position' ) ] ) else objects[ key ][ translate( 'SMW_Position' ) ] = { objects[ key ][ translate( 'SMW_Position' ) ], object[ translate( 'SMW_Position' ) ] }               end end

local inventoryKey = translate( 'SMW_Inventory' ) -- Accumulate the cargo capacities of all cargo grids if object[ inventoryKey ] ~= nil then objects[ key ][ translate( 'SMW_ItemQuantity' ) ] = 1

if objects[ key ][ inventoryKey ] ~= nil and object[ inventoryKey ] ~= nil then local sucExisting, numExisting = pcall( tonumber, objects[ key ][ inventoryKey ], 10 ) local sucNew, numNew = pcall( tonumber, object[ inventoryKey ], 10 )

if sucExisting and sucNew and numExisting ~= nil and numNew ~= nil then objects[ key ][ inventoryKey ] = numExisting + numNew end end end end end

-- Iterates through the list of hardpoints found on the API object local function addHardpoints( hardpoints, parent, root ) for _, hardpoint in pairs( hardpoints ) do           hardpoint.name = string.lower( hardpoint.name )

if type( hardpoint.class_name ) == 'string' then hardpoint.class_name = cleanClassName( string.lower( hardpoint.class_name ) ) end

hardpoint = VehicleHardpoint.fixTypes( hardpoint, data.fixes )

local hardpointData = self:getHardpointData( hardpoint.type or hardpoint.name )

if hardpointData ~= nil then if depth == 1 then if type( hardpoint.item ) == 'table' then root = hardpoint.class_name or hardpoint.name

if root == '<= PLACEHOLDER =>' then root = hardpointData.type end else root = hardpoint.name end mw.logObject( string.format( 'Root: %s', root ), 'addHardpoints' ) end

addSubComponents( hardpoint )

-- Based on the key, the hardpoint is either used as "standalone" (i.e. saved as a single subobject) -- or, if the key already exists, the count if increased by one (so no extra subobject is generated) local key = makeKey( hardpoint, hardpointData, parent, root )

local obj = self:makeObject( hardpoint, hardpointData, parent, root )

addToOut( obj, key )

-- Generate child subobjects if hasChildren( hardpoint ) then depth = depth + 1 addHardpoints( hardpoint.children, obj, root ) end end end

depth = depth - 1

if depth < 1 then depth = 1 root = nil end end

addHardpoints( hardpoints )

mw.logObject( objects, 'setHardPointObjects' )

for _, subobject in pairs( objects ) do       mw.smw.subobject( subobject ) end end

--- Sets all available vehicle parts as SMW subobjects --- This method should be called by the accompanying Vehicle Module --- --- @param parts table API Hardpoint data function methodtable.setParts(self, parts ) if type( parts ) ~= 'table' then error( translate( 'msg_invalid_hardpoints_object' ) ) end

local objects = {} local depth = 1

local partData = { class = 'VehiclePart', type = 'VehiclePart', }

local function makeKey( row, parent ) local key = row.name

if parent ~= nil then key = key .. parent[ translate( 'SMW_Hardpoint' ) ] end

mw.logObject( string.format( 'Key: %s', key ), 'makeKey' )

return key end

-- Adds the subobject to the list of objects that should be saved to SMW local function addToOut( object, key ) if object == nil then return end

-- If this key (object) has not been seen before, save it to the list of subobjects if type( objects[ key ] ) ~= 'table' then if object ~= nil then objects[ key ] = object objects[ key ][ translate( 'SMW_ItemQuantity' ) ] = 1 end end end

-- Iterates through the list of parts found on the API object local function addParts( parts, parent, root ) for _, part in pairs( parts ) do           part.type = 'VehiclePart' part.min_size = 1 part.max_size = 1 part.item = { name = part.display_name }

if depth == 1 then root = part.name mw.logObject( string.format( 'Root: %s', root ), 'addParts' ) end

local key = makeKey( part, parent )

local obj = self:makeObject( part, partData, parent, root )

addToOut( obj, key )

-- Generate child subobjects if hasChildren( part ) then depth = depth + 1 addParts( part.children, obj, root ) end end

depth = depth - 1

if depth < 1 then depth = 1 root = nil end end

addParts( parts )

mw.logObject( objects, 'setParts' )

for _, subobject in pairs( objects ) do       mw.smw.subobject( subobject ) end end

--- Queries the SMW store for all available hardpoint subobjects for a given page --- --- @param page string - The page to query --- @return table hardpoints function methodtable.querySmwStore( self, page ) -- Cache multiple calls if self.smwData ~= nil then return self.smwData end

local smwData = mw.smw.ask( makeSmwQueryObject( page ) )

if smwData == nil or smwData[ 1 ] == nil then return nil end

--mw.logObject( smwData, 'querySmwStore' )

self.smwData = smwData

return self.smwData end

--- Group Hardpoints by Class and type --- --- @param smwData table SMW data - Requires a 'class' key on each row --- @return table function methodtable.group( self, smwData ) local grouped = {}

if type( smwData ) ~= 'table' then return {} end

for _, row in ipairs( smwData ) do       if not row.isChild and row.class ~= nil and row.type ~= nil and -- Specifically hide manually added weapon ports that have no parent -- This should not be needed anymore if weapon lockers are found everywhere with an uuid row.type ~= translate( 'WeaponPort' ) and not mw.ustring.find( row.type, translate( 'Magazine' ), 1, true ) then if type( grouped[ row.class ] ) ~= 'table' then grouped[ row.class ] = {} end

if type( grouped[ row.class ][ row.type ] ) ~= 'table' then grouped[ row.class ][ row.type ] = {} end

table.insert( grouped[ row.class ][ row.type ], row )

self.iconMap[ row.class ] = row.icon self.iconMap[ row.type ] = row.icon end end

--mw.logObject( grouped )

return grouped end

--- Adds children to the according parents --- --- @param smwData table All available Hardpoint objects for this page --- @return table The stratified table function methodtable.createDataStructure( self, smwData ) -- Maps a key to the index of the subobject, this way children can be set on their parent local idMapping = {}

for index, object in ipairs( smwData ) do       local keyMap if object.class == translate( 'VehiclePart' ) and object.name ~= nil then keyMap = object.name else keyMap = ( object.root_hardpoint or object.class_name or '' ) .. ( object.name or object.type or '' ) end

idMapping[ keyMap ] = index end

-- Iterates through the list of SMW hardpoint subobjects -- If the 'parent_hardpoint' key is set (i.e. the hardpoint is a child), it is added as a child to the parent object local function stratify( toStratify ) for _, object in ipairs( toStratify ) do           if object.parent_hardpoint ~= nil then local parentEl if object.class == translate( 'VehiclePart' ) and object.parent_hardpoint ~= nil then parentEl = toStratify[ idMapping[ object.parent_hardpoint ] ] else parentEl = toStratify[ idMapping[ ( ( object.root_hardpoint or '' ) .. object.parent_hardpoint ) ] ] end

if parentEl ~= nil then if parentEl.children == nil then parentEl.children = {} end

object.isChild = true

table.insert( parentEl.children, object ) end end end end

-- SMW outputs a "flat" List of objects, after this the output is more or less equal to that from the API stratify( smwData )

return smwData end

--- Creates the subtitle that is shown in the card --- --- Show info based on importance to readers --- When the first tier is not available, show the next tier --- --- @param item table Item i.e. row from the smw query --- @return string function methodtable.makeSubtitle( self, item ) local subtitle = {}

-- Tier 1 -- Component-specific stats that affects gameplay

-- SCU if item.scu ~= nil then -- Fix for german number format if string.find( item.scu, ',', 1, true ) then item.scu = string.gsub( item.scu, ',', '.' ) end

if type( item.scu ) ~= 'number' then local success, scu = pcall( tonumber, item.scu, 10 )

if success then item.scu = scu end end

-- We need to use raw value from SMW to show scu in different units (SCU, K µSCU) -- So we need to format the number manually if item.type == translate( 'CargoGrid' ) then table.insert( subtitle,               common.formatNum( item.scu ) .. ' SCU' or 'N/A'            ) elseif item.type == translate( 'PersonalStorage' ) then table.insert( subtitle,               common.formatNum( item.scu * 1000 ) .. 'K µSCU' or 'N/A'            ) end end

-- Components that don't have a wiki page currently -- Magazine Capacity if item.magazine_capacity ~= nil then if type( item.magazine_capacity ) == 'table' then table.insert( subtitle,               string.format( '%s/∞ %s', item.magazine_capacity[ 1 ], translate( 'Ammunition' ) )           )        else table.insert( subtitle,               string.format( '%s/%s %s', item.magazine_capacity, item.magazine_capacity, translate( 'Ammunition' ) )           )        end end

-- Parts if item.hp ~= nil then table.insert( subtitle,           item.hp        ) end

-- Fuel tanks if item.fuel_capacity ~= nil then table.insert( subtitle,           item.fuel_capacity        ) end

-- Fuel intake if item.fuel_intake_rate ~= nil then table.insert( subtitle,           item.fuel_intake_rate        ) end

-- Self destruct if item.damage ~= nil and item.damage_radius ~= nil then table.insert( subtitle,           string.format( '%s · %s', item.damage, item.damage_radius )       )    end

-- Thrusters if item.thrust_capacity ~= nil then table.insert( subtitle,           item.thrust_capacity        ) end

-- Weapon ports if item.type == translate( 'WeaponPort' ) then table.insert( subtitle,           string.format( '%s (S%s – S%s)', translate( 'Weapon' ), item.min_size or 0, item.max_size or 0 )       )    end

-- Items with Grade and/or Class if item.item_grade ~= nil or item.item_class ~= nil then local grade_class = ''

-- TODO can't use lang suffix for subquery properties if type( item.item_class ) == 'table' then local parts = mw.text.split( item.item_class[ 1 ], ' (', true )           if #parts == 2 then                grade_class = parts[ 1 ]                item.item_class = parts[ 1 ]            else                grade_class = grade_class[ 1 ]                item.item_class = item.item_class[ 1 ]            end        end

if item.item_grade ~= nil and item.item_class ~= nil then grade_class = string.format( '%s (%s)', item.item_class, item.item_grade ) elseif item.item_grade ~= nil then grade_class = item.item_grade end

table.insert( subtitle,           grade_class        ) end

-- Tier 2 -- Info that might affect gameplay but not as important if next( subtitle ) == nil then -- Position if item.position ~= nil then if type( item.position ) ~= 'table' then item.position = { item.position } end local converted = {} for _, position in ipairs( item.position ) do               table.insert( converted, mw.text.trim( mw.getContentLanguage:ucfirst( string.gsub( position, '_', ' ' ) ) ) ) end

table.insert( subtitle,               table.concat( converted, ', ' )            ) end end

-- Tier 3 -- Info that does not affect gameplay if next( subtitle ) == nil then -- Manufacturer if item.manufacturer ~= nil and item.manufacturer ~= 'N/A' then table.insert( subtitle,               string.format( '%s', item.manufacturer )            ) end end

-- Return if there are no information at all if next( subtitle ) == nil then return '' end

return table.concat( subtitle, ' · ' ) end

--- Generate the output --- --- @param groupedData table Grouped SMW data --- @return table function methodtable.makeOutput( self, groupedData ) local classOutput = {}

-- An item with potential children local function makeEntry( item, depth ) -- Info if data stems from ship-matrix or game files if classOutput.info == nil then local text if item.from_gamedata == true then text = translate( 'msg_from_gamedata' ) else text = translate( 'msg_from_shipmatrix' ) end

classOutput.info = hatnote( text, { icon = 'WikimediaUI-Robot.svg' } ) end

depth = depth or 1

local row = mw.html.create( 'div' ) :addClass( 'template-component' ) :addClass( string.format( 'template-component--level-%d', depth ) ) :tag( 'div' ) :addClass( 'template-component__connectors' ) :tag( 'div' ):addClass( 'template-component__connectorX' ):done :tag( 'div' ):addClass( 'template-component__connectorY' ):done :done

local size = 'N/A' local prefix = ''

-- If Ship-Matrix components are not saved to SMW, always output the 'S' prefix if item.from_gamedata == nil then prefix = 'S'       else if item.from_gamedata == true or              item.from_gamedata == 1 or               item.from_gamedata == '1' or -- For uninitialized attributes item.class == translate( 'Weapons' ) then prefix = 'S'           end end

if item.item_size ~= nil then size = string.format( '%s%s', prefix, item.item_size ) else size = string.format( '%s%s', prefix, item.max_size ) end

local nodeSizeCount = mw.html.create( 'div' ) :addClass('template-component__port') :tag( 'div' ) :addClass( 'template-component__count' ) :wikitext( string.format( '%dx', item.count ) ) :done

if item.class ~= translate( 'CargoGrid' ) then nodeSizeCount :tag( 'div' ) :addClass( 'template-component__size' ) :wikitext( size ) :done end

nodeSizeCount = nodeSizeCount:allDone

local name = item.sub_type or item.type if item.name ~= nil then if data.name_fixes[ item.name ] ~= nil then name = string.format( '%s', data.name_fixes[ item.name ], item.name ) else name = string.format( '%s', item.name ) end end

local nodeItem = mw.html.create( 'div' ) :addClass( 'template-component__item' ) :tag( 'div' ) :addClass( 'template-component__title' ) :wikitext( name ) :done local subtitle = self:makeSubtitle( item ) if subtitle ~= '' then nodeItem:tag( 'div' ) :addClass( 'template-component__subtitle' ) :wikitext( subtitle ) end

row:tag( 'div' ) :addClass( 'template-component__card' ) :node( nodeSizeCount ) :node( nodeItem ) :done

row = tostring( row )

if type( item.children ) == 'table' then depth = depth + 1 for _, child in ipairs( item.children ) do               row = row .. makeEntry( child, depth ) end end

return row end

-- Items of a given class e.g. avionics local function makeSection( types ) local out = ''

for classType, items in common.spairs( types ) do           local label = classType

-- Label override -- Note: This must be manually changed on the data.json page if data.section_label_fixes[ classType ] ~= nil then label = data.section_label_fixes[ classType ] end

local icon = '' if self.iconMap[ classType ] ~= nil then icon = string.format( '20px|link=', self.iconMap[ classType ] ) end

local section = mw.html.create( 'div' ) :addClass( 'template-components__section') :tag( 'div' ) :addClass( 'template-components__label' ) :wikitext( string.format( '%s %s', icon, classType ) )                     :done :tag( 'div' ):addClass( 'template-components__group' )

local str = ''

for _, item in ipairs( items ) do               if not item.isChild then local subGroup = mw.html.create( 'div' ) :addClass( 'template-components__subgroup' ) :node( makeEntry( item ) ) :allDone str = str .. tostring( subGroup ) end end

out = out .. tostring( section:node( str ):allDone ) end

return out end

for class, types in common.spairs( groupedData ) do       classOutput[ class ] = makeSection( types ) end

mw.logObject( classOutput, 'makeOutput' )

return classOutput end

--- Generates tabber output function methodtable.out( self ) local smwData = self:querySmwStore( self.page )

if smwData == nil then return hatnote( TNT.format( 'Module:VehicleHardpoint/i18n.json', 'msg_no_data', self.page ), { icon = 'WikimediaUI-Error.svg' } ) end

smwData = self:createDataStructure( smwData ) smwData = self:group( smwData )

local output = self:makeOutput( smwData )

local tabberData = {}

for i, grouping in ipairs( data.class_groupings ) do       local key = grouping[ 1 ] local groups = grouping[ 2 ]

local groupContent = '' local label = {}

for _, group in ipairs( groups ) do           groupContent = groupContent .. ( output[ translate( group ) ] or '' ) table.insert( label, translate( group ) ) end

if #groupContent == 0 then groupContent = translate( 'empty_' .. key ) end

tabberData[ 'label' .. i ] = table.concat( label, ' & ' ) tabberData[ 'content' .. i ] = groupContent end

return require( 'Module:Tabber' ).renderTabber( tabberData ) .. mw.getCurrentFrame:extensionTag{ name = 'templatestyles', args = { src = data.template_styles_page } } end

--- Generates debug output function methodtable.makeDebugOutput( self ) self.smwData = nil local smwData = self:querySmwStore( self.page ) local struct = self:createDataStructure( smwData or {} ) local group = self:group( struct )

local query = makeSmwQueryObject( self.page ) local queryParts = { restrictions = {}, output = {}, other = {} }   for _, part in ipairs( query ) do        if string.sub( part, 1, 1 ) == '?' then table.insert( queryParts.output, part ) elseif string.sub( part, 1, 5 ) == '+lang' then local index = #queryParts.output queryParts.output[ index ] = string.format( '%s|%s', queryParts.output[ index ], part ) elseif string.sub( part, 1, 2 ) == '[[' then           table.insert( queryParts.restrictions, mw.getCurrentFrame:callParserFunction( '#tag', { 'nowiki', part } ) )        elseif #part > 0 and part ~= nil then            table.insert( queryParts.other, part )        end    end    local queryString = string.format(            'Restrictions: %s Outputs: %s Other: %s ',            table.concat( queryParts.restrictions, "\n" ),            table.concat( queryParts.output, "\n"),            table.concat( queryParts.other, "\n")    )

local debugOutput = mw.html.create( 'div' ) :addClass( 'mw-collapsible' ) :addClass( 'mw-collapsed' ) :tag( 'h3' ):wikitext( 'SMW Query' ):done :tag( 'div' ):wikitext( queryString ):done -- SMW Data :tag( 'div' ):addClass( 'mw-collapsible' ):addClass( 'mw-collapsed' ) :tag( 'h3' ):wikitext( 'SMW Data' ):done :tag( 'pre' ):addClass( 'mw-collapsible-content' ):wikitext( mw.dumpObject( smwData ) ):done :done -- Datastructure :tag( 'div' ):addClass( 'mw-collapsible' ):addClass( 'mw-collapsed' ) :tag( 'h3' ):wikitext( 'Datastructure' ):done :tag( 'pre' ):addClass( 'mw-collapsible-content' ):wikitext( mw.dumpObject( struct ) ):done :done -- Grouped :tag( 'div' ):addClass( 'mw-collapsible' ):addClass( 'mw-collapsed' ) :tag( 'h3' ):wikitext( 'Grouped' ):done :tag( 'pre' ):addClass( 'mw-collapsible-content' ):wikitext( mw.dumpObject( group ) ):done :done -- Output :tag( 'div' ):addClass( 'mw-collapsible' ):addClass( 'mw-collapsed' ) :tag( 'h3' ):wikitext( 'Output' ):done :tag( 'pre' ):addClass( 'mw-collapsible-content' ):wikitext( mw.dumpObject( self:makeOutput( group ) ) ):done :done :allDone

return tostring( debugOutput ) end

--- Manually fix some (sub_)types by checking the hardpoint name --- --- @param hardpoint table Entry from the api --- @param fixes table --- @return table The fixed entry function VehicleHardpoint.fixTypes( hardpoint, fixes ) --- Assign key value pairs on a hardpoint --- @param kv table Table containing 'key=value' string pairs local function assign( kv ) for _, assignment in pairs( kv ) do           local parts = mw.text.split( assignment, '=', true )

if #parts == 2 then if string.find( parts[ 2 ], '+', 1, true ) then local valueParts = mw.text.split( parts[ 2 ], '+', true )

parts[ 2 ] = valueParts[ 1 ] .. ( hardpoint[ valueParts[ 2 ] ] or '' ) end

hardpoint[ parts[ 1 ] ] = parts[ 2 ] end end end

--- Set fixes on a hardpoint if tests evaluate to true --- @param tests table local function fixHardpoint( tests ) for _, test in ipairs( tests ) do           if VehicleHardpoint.evalRule( test[ 'if' ], hardpoint ) then local kv = test[ 'then' ] if type( kv ) ~= 'table' then kv = { kv } end

assign( kv ) end end end

for _, fix in ipairs( fixes ) do       if type( fix.type ) == 'table' then for _, v in pairs( fix.type ) do               if v == hardpoint.type then fixHardpoint( fix.modification ) break end end elseif type( fix.type ) == 'string' and fix.type == hardpoint.type then fixHardpoint( fix.modification ) break end end

-- Manual mapping defined in Module:VehicleHardpoint/Data if type( hardpoint.item ) == 'table' and hardpoint.item ~= nil then -- If this is a noise launcher, but the class name says decoy, change Noise to Decoy if string.find( hardpoint.item.name, 'Noise', 1, true ) and string.find( hardpoint.class_name, 'decoy', 1, true ) then hardpoint.item.name = string.gsub( hardpoint.item.name, ' Noise ', ' Decoy ' ) end

for _, mapping in pairs( data.hardpoint_type_fixes ) do           for _, matcher in pairs( data.matches[ mapping ][ 'matches' ] ) do                if string.match( hardpoint.name, matcher ) ~= nil then hardpoint.type = mapping return hardpoint end end end end

return hardpoint end

--- New Instance --- --- @return table VehicleHardpoint function VehicleHardpoint.new( self, page ) local instance = { page = page or nil, iconMap = {} }

setmetatable( instance, metatable )

return instance end

--- Parser call for generating the table function VehicleHardpoint.outputTable( frame ) local args = require( 'Module:Arguments' ).getArgs( frame ) local page = args[ 1 ] or args[ 'Name' ] or mw.title.getCurrentTitle.rootText

local instance = VehicleHardpoint:new( page ) local out = instance:out

local debugOutput = '' if args['debug'] ~= nil then debugOutput = instance:makeDebugOutput end

return out .. debugOutput end

--- Set the hardpoints of the 300i as subobjects to the current page function VehicleHardpoint.test( frame ) local page = frame.args['Name'] or '300i' local json = mw.text.jsonDecode( mw.ext.Apiunto.get_raw( 'v2/vehicles/' .. page, { include = { 'hardpoints', 'parts' },   } ) )

local hardpoint = VehicleHardpoint:new( page ) hardpoint:setHardPointObjects( json.data.hardpoints ) hardpoint:setParts( json.data.parts ) end

--- Evaluates rules from 'data.fixes' --- --- @param rules table A rules object from data.fixes --- @param hardpoint table The hardpoint to evaluate --- @param returnInvalid boolean|nil If invalid rules should be returned beneath the result --- @return boolean (, table) function VehicleHardpoint.evalRule( rules, hardpoint, returnInvalid ) returnInvalid = returnInvalid or false local stepVal = {} local combination = {} local invalidRules = {}

local function invalidRule( rule, index ) table.insert( invalidRules, string.format( 'Invalid Rule found, skipping: <%s (Element %d)>', rule, index ) ) end

for index, rule in ipairs( rules ) do       if type( rule ) == 'string' then -- mw.logObject( string.format( 'Evaluating rule %s', rule ), 'evalRule' )

if string.find( rule, ':', 1, true ) ~= nil then local parts = mw.text.split( rule, ':', true )

-- Simple check if a key equals a value if #parts == 2 then local result = hardpoint[ parts[ 1 ] ] == parts[ 2 ] -- mw.logObject( string.format( 'Rule <%s == %s>, equates to %s', hardpoint[ parts[ 1 ] ], parts[ 2 ], tostring( result ) ), 'evalRule' )

table.insert( stepVal, result ) -- String Match elseif #parts == 3 then local key = parts[ 1 ] local fn = parts[ 2 ]

-- Remove key and 'match' in order to combine the last parts again table.remove( parts, 1 ) table.remove( parts, 1 )

local matcher = mw.ustring.lower( table.concat( parts, ':' ) )

local result = string[ fn ]( string.lower( hardpoint[ key ] ), matcher ) ~= nil -- mw.logObject( string.format( 'Rule <%s matches %s>, equates to %s', hardpoint[ key ], matcher, tostring( result ) ), 'evalRule' )

table.insert( stepVal, result ) else invalidRule( rule, index ) end -- A combination rule elseif rule == 'and' or rule == 'or' then table.insert( combination, rule ) end -- A sub rule elseif type( rule ) == 'table' then local matches, invalid = VehicleHardpoint.evalRule( rule, hardpoint )

table.insert( stepVal, matches )

for _, v in ipairs( invalid or {} ) do               table.insert( invalidRules, v ) end else -- mw.logObject( 'Is invalid ' .. rule, 'evalRule' ) invalidRule( rule, index ) end end

local ruleMatches = false for index, matched in ipairs( stepVal ) do       if index == 1 then ruleMatches = matched else -- mw.logObject( 'test is ' .. combination[ index - 1 ], 'evalRule' ) if combination[ index - 1 ] == 'and' then ruleMatches = ruleMatches and matched else ruleMatches = ruleMatches or matched end end end

-- mw.logObject( 'Final rule result is ' .. tostring( ruleMatches ), 'evalRule' )

if returnInvalid then return ruleMatches, invalidRules else return ruleMatches end end

return VehicleHardpoint