Module:Test/data/doc
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Revision as of 22:25, 21 April 2021 by Dr. Strangelove (talk | contribs)
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
<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}, }, },
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.