Difference between revisions of "Module:Test/data/doc"

From RimWorld Wiki
Jump to navigation Jump to search
m
m
Line 2: Line 2:
  
 
=== Elements with attributes ===
 
=== Elements with attributes ===
Move into key with exact name. Attributes become subkeys. A bit ugly but simple.
+
Create a new subelement and move all of the attributes to their own subelements within it.
  
=== Def keys ===
+
=== *Def elements ===
defName is used as an index for the main Def table. defName remains as a subkey to the table.
+
<defName> is used as part of the index for the main Def table.
 +
 
 +
Additional meta elements added.
  
 
<pre>
 
<pre>
Line 17: Line 19:
  
 
<pre>
 
<pre>
["Hare"] = {
+
["ThingDef:Hare"] = {
   ["ParentName"] = "BaseHare",
+
   ["_attrib_"] = {
   ["defName"] = "Hare",
+
    ["ParentName"] = "BaseHare",
   ["label"] = "hare",
+
    ["FileName"] = "Races_Animal_Hares.xml",
 +
    ["Version"] = "1.2.2753 rev705",
 +
    ["DLC"] = "Core",
 +
  },
 +
   ["defName"] = "Snowhare",
 +
   ["label"] = "snowhare",
 
   ...
 
   ...
 
</pre>
 
</pre>
  
Parent Def that gets inherited (Name becomes the key, no defName):
+
Parent (absctact) Def that gets inherited:
  
 
<pre>
 
<pre>
Line 37: Line 44:
  
 
<pre>
 
<pre>
["BaseHare"] = {
+
["ThingDef"] = {
   ["Abstract"] = true,
+
   ["_attrib_"] = {
  ["ParentName"] = "AnimalThingBase",
+
    ["Abstract"] = "True",
   ["statBases"] = {
+
    ["ParentName"] = "AnimalThingBase",
    ["MoveSpeed"] = 6.0,
+
    ["Name"] = "BaseHare",
    ["MarketValue"] = 50,
+
    ["FileName"] = "Races_Animal_Hares.xml",
    ...
+
    ["Version"] = "1.2.2753 rev705",
 +
    ["DLC"] = "Core",
 +
   },
 +
    ["statBases"] = {
 +
      ["MoveSpeed"] = 6.0,
 +
      ["MarketValue"] = 50,
 +
  ...
 
</pre>
 
</pre>
  
=== <nowiki><li></nowiki> elements enclosing strings ===
+
=== Descriptions ===
 +
 
 +
Because of some exceptions in Royalty Defs, <description> content has to be wrapped in double square brackets (Lua multiline syntax).
 +
 
 +
=== <nowiki><li></nowiki> elements without children ===
 
Get transformed into ordered lists (numerically indexed Lua tables).
 
Get transformed into ordered lists (numerically indexed Lua tables).
  
Line 67: Line 84:
 
Note: a comma after the last item in a list is not flagged as an error in Lua.
 
Note: a comma after the last item in a list is not flagged as an error in Lua.
  
=== <nowiki><li></nowiki> elements enclosing other elements ===
+
=== <nowiki><li></nowiki> elements with children ===
  
 
<pre>
 
<pre>
Line 142: Line 159:
  
 
They can be numbered tables or, as in some of the examples above, string indexed. String indexes, in general, are simpler to use. Numeric tables I have to search through.
 
They can be numbered tables or, as in some of the examples above, string indexed. String indexes, in general, are simpler to use. Numeric tables I have to search through.
 +
 +
TODO: filtering syntax
  
 
== Issues ==
 
== Issues ==

Revision as of 22:16, 6 May 2021

Transformation rules

Elements with attributes

Create a new subelement and move all of the attributes to their own subelements within it.

*Def elements

<defName> is used as part of the index for the main Def table.

Additional meta elements added.

<ThingDef ParentName="BaseHare">
  <defName>Snowhare</defName>
  <label>snowhare</label>
  ...

becomes

["ThingDef:Hare"] = {
  ["_attrib_"] = {
    ["ParentName"] = "BaseHare",
    ["FileName"] = "Races_Animal_Hares.xml",
    ["Version"] = "1.2.2753 rev705",
    ["DLC"] = "Core",
  },
  ["defName"] = "Snowhare",
  ["label"] = "snowhare",
  ...

Parent (absctact) Def that gets inherited:

<ThingDef Abstract="True" ParentName="AnimalThingBase" Name="BaseHare">
  <statBases>
    <MoveSpeed>6.0</MoveSpeed>
    <MarketValue>50</MarketValue>
    ...

becomes

["ThingDef"] = {
  ["_attrib_"] = {
    ["Abstract"] = "True",
    ["ParentName"] = "AnimalThingBase",
    ["Name"] = "BaseHare",
    ["FileName"] = "Races_Animal_Hares.xml",
    ["Version"] = "1.2.2753 rev705",
    ["DLC"] = "Core",
  },
    ["statBases"] = {
      ["MoveSpeed"] = 6.0,
      ["MarketValue"] = 50,
  ...

Descriptions

Because of some exceptions in Royalty Defs, <description> content has to be wrapped in double square brackets (Lua multiline syntax).

<li> elements without children

Get transformed into ordered lists (numerically indexed Lua tables).

<tradeTags>
  <li>AnimalUncommon</li>
  <li>AnimalFighter</li>
</tradeTags>

becomes

["tradeTags"] = {
  "AnimalUncommon",
  "AnimalFighter",
},

Note: a comma after the last item in a list is not flagged as an error in Lua.

<li> elements with children

<lifeStageAges>
  <li>
    <def>AnimalBaby</def>
    <minAge>0</minAge>
  </li>
  <li>
    <def>AnimalJuvenile</def>
    <minAge>0.25</minAge>
  </li>
  <li>
    <def>AnimalAdult</def>
    <minAge>0.5</minAge>
  </li>
</lifeStageAges>

becomes

["lifeStageAges"] = {
  {
    ["def"] = "AnimalBaby",
    ["minAge"] = 0,
  },
  {
    ["def"] = "AnimalJuvenile",
    ["minAge"] = 0.25,
  },
  {
    ["def"] = "AnimalAdult",
    ["minAge"] = 0.5,
  },
},

Ranges (1~2)

TODO

Curve points

Curves pop up in a lot of places so additional support functions for those might be in order.

Min, max, maybe average... things like that. Some (like litterSizeCurve) have a fixed amount of points (correction: even for litterSizeCurve this is not true) so you could just retrieve the first one or last (fourth), but this is not the case for all of them and is a bit ugly. Whatever the case, additional processing with wiki syntax would have to be used. This is bad (and to be avoided if possible).

<litterSizeCurve>
  <points>
    <li>(1.0, 0)</li>
    <li>(1.5, 1)</li>
    <li>(2.0, 1)</li>
    <li>(2.5, 0)</li>
</points>

becomes

["litterSizeCurve"] = {
  ["points"] = {
    {0.5, 0},
    {1, 1},
    {1.5, 1},
    {2.0, 0},
  },
},

Components

It would be useful to have some of the more used components. They can then be queried for additional functionality that some game objects have.

They can be numbered tables or, as in some of the examples above, string indexed. String indexes, in general, are simpler to use. Numeric tables I have to search through.

TODO: filtering syntax

Issues

One (data) file to rule them all

One data file or smaller ones split by categories (buildings, races, items, etc.).

Single:

  • simplicity
    • versioning
    • uploading

Split:

  • dynamic loading

Inheritance (interaction with parser)

Inheritance can be handled by the parser or the module. If the parser handles it, then for any change the dataset needs to be recreated so I'm leaning towards letting the module take care of that. In this case the only purpose of the parser is to filter data and transform it into something Lua can use.