Module:Test/data/doc

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This is the documentation page for Module:Test/data

Herein lie the (current) ad hoc rules for getting from an XML to a Lua table

Elements with attributes

Move into key with exact name. Attributes become subkeys. A bit ugly but simple.

Def keys

defName is used as an index for the main Def table. defName remains as a subkey to the table.

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

becomes

["Hare"] = {
  ["ParentName"] = "BaseHare",
  ["defName"] = "Hare",
  ["label"] = "hare",
  ...

Parent Def that gets inherited (Name becomes the key, no defName):

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

becomes

["BaseHare"] = {
  ["Abstract"] = true,
  ["ParentName"] = "AnimalThingBase",
  ["statBases"] = {
    ["MoveSpeed"] = 6.0,
    ["MarketValue"] = 50,
    ...

<li> elements enclosing simple values

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 enclosing multiple items

<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.

Issues

  • One data file or smaller ones split by categories (buildings, races, items, etc.).
  • A pro for separation might be that not everything has to be loaded to get relevant data (load only relevant files).
  • Until a more final version of the data is seen, the size of the whole thing is a bit unknown but shouldn't be too big to prevent the "one file" option. A definite pro for the one file option is the simplicity of updating - upload one file, done.
  • Some pieces of the puzzle are in game code so until more files are processed, can't say what else will pop up.
  • Can't keep semi-manually processing the xml files... it's lunacy.