Module:Data Table/Tags

From Zelda Wiki, the Zelda encyclopedia

local File = require("Module:File")
local Franchise = require("Module:Franchise")
local GalleryList = require("Module:Gallery List")
local Sequences = require("Module:Sequences")
local Term = require("Module:Term")
local TermList = require("Module:Term List")
local utilsMarkup = require("Module:UtilsMarkup")
local utilsString = require("Module:UtilsString")
local utilsTable = require("Module:UtilsTable")

local frame = mw.getCurrentFrame()

local playerNameOutput
local function playerName()
	return playerNameOutput or frame:expandTemplate({
		title = "Player Name"
	})
end

local function list(items, listType)
	if listType == "*" then
		return utilsMarkup.bulletList(items)
	elseif listType == "#" then
		return utilsMarkup.numberList(items)
	elseif listType == "plain" then
		return utilsMarkup.list(items)
	elseif #items > 1 then
		return utilsMarkup.list(items)
	else
		return items[1]
	end
end

local function value(templateName, hasGameParam)
	return function(cell, tableArgs, tagArgs)
		local values = utilsString.split(cell, '%s*,[%D+|%s*]')
		local amountGame = tableArgs.game or tagArgs[1]
		local format = tagArgs[2]
		local cellSize = 0
		local sortValue
		values = utilsTable.map(values, function(value)
			local value, info = utilsMarkup.separateMarkup(value)
			if #values == 1 then
				sortValue = value:gsub(",", "")
			end
			cellSize = math.max(cellSize, value:len())
			local args = {value, format}
			if hasGameParam then
				table.insert(args, 1, amountGame)
			end
			local text = frame:expandTemplate({
				title = templateName,
				args = args,
			})
			return text..info
		end)
		local valuesList = list(values, "plain")
		return {
			text = valuesList,
			size = cell:len(),
			sortValue = sortValue
		}
	end
end

local function terms(tagName, plural)
	return function(cell, tableArgs, tagArgs)
		local game = tagArgs[1] or tableArgs.game
	
		cell = string.gsub(cell, "%[Player Name%]", "Link")
		local pages
		if tagName == "Term" or tagName == "Plural" then
			pages = {cell}
		else
			pages = utilsString.split(cell)
		end
	
		local entries = utilsTable.map(pages, function(page)
			return GalleryList.entry(game, "", page, {
				plural = plural,
				link = true
			})
		end)

		local cellSize = 0
		for i, entry in ipairs(entries) do
			local term = entry.term or ""
			cellSize = math.max(term:len(), cellSize)
		end
	
		local isBulletList = tagName == "TermList" or tagName == "PluralList"
		local links = utilsTable.map(entries, "link")
		local list = list(links, isBulletList and "*" or "plain")
	
		local sortValue
		if #entries == 1 then
			sortValue = entries[1].term
		end
		return {
			text = list,
			sortValue = sortValue,
			size = cellSize
		}
	end
end

local spanningCell
local spanCount
function computeRowspan(cell)
	if not spanningCell then
		spanningCell = cell
		spanCount = 1
	elseif tostring(cell.content) == tostring(spanningCell.content) then
		cell.skip = true
		spanCount = spanCount + 1
	else
		spanningCell.rowspan = spanCount
		spanningCell = cell
		spanCount = 1
	end
	if cell.isLastRow then
		spanningCell.rowspan = spanCount
	end
end

local p = {
	-- Tags in the source table which should not be automatically brought over to copies of the table
	nonCopiedTags = {"Width"},
	-- Each function must return a table containing:
	-- text (required), the text to display in the cell
	-- size (optional), an estimation of the cell's width in characters
	-- sortValue (optional), a column sort value — column is unsortable if false, sorted by its content if nil
	contentTags = {
		[""] = function(cell) -- default: no tags
			local text = string.gsub(cell, "%[Player Name%]", playerName())
			local sortValue
			local leadingNumber = string.find(text, "^%d[%d,]*")
			if leadingNumber then
				leadingNumber = string.gsub(leadingNumber, ",", "")
				sortValue = tonumber(leadingNumber)
			end
			return {
				text = cell,
				size = cell:len(),
			}
		end,
		["EmptyCell"] = function(cell) -- special case: empty cell
			return {
				text = " ",
				sortValue = "",
				size = 0,
			}
		end,
		["NotApplicable"] = function(cell) -- special case: cell starts with N/A
			local text, info = utilsMarkup.separateMarkup(cell)
			local tooltip = utilsMarkup.tooltip("—", "Not Applicable")
			text = text:gsub("N/A", tooltip)
			return {
				text = text..info,
				sortValue = text,
				size = cell:len(),
			}
		end,

		-- Tags
		["Amounts"] = function(cell, tableArgs, tagArgs)
			local text = frame:expandTemplate({
				title = "Amounts",
				args = {tableArgs.game, cell}
			})

			local cellSize = 0
			local amounts = utilsString.split(cell, '%s*,[%D+|%s*]')
			for i, amount in ipairs(amounts) do
				local item = string.gsub(amount, "$[%d,]+ ", "")
				local subject, info = utilsMarkup.separateMarkup(item)
				cellSize = math.max(cellSize, subject:len())
			end

			return {
				text = text,
				size = cellSize,
				sortValue = false,
			}
		end,
		["Defense"] = value("Defense", true),
		["Description"] = function(cell, tableArgs, tagArgs)
			local text = string.gsub(cell, "%[Player Name%]", playerName())
			text = "\n"..text.."\n" -- bullet lists don't work without the newlines
			return {
				text = text,
				size = cell:len(),
				sortValue = false,
			}
		end,
		["Effect"] = value("Effect", false),
		["HeartAmount"] = function(cell, tableArgs, tagArgs)
			local text = frame:expandTemplate({
				title = "HeartAmount",
				args = {cell, "true"}
			})
			return {
				text = text,
				size = 12,
				sortValue = cell
			}
		end,
		["IconList"] = function(cell, tableArgs, tagArgs)
			local cellSize = 0
			local listItems = utilsString.split(cell)
			for i, listItem in ipairs(listItems) do
				cellSize = math.max(listItem:len(), cellSize)
			end
			local iconList = frame:expandTemplate({
				title = "Icon List",
				args = {tableArgs.game, cell}
			})
			return {
				text = iconList,
				size = cellSize,
				sortValue = false,
			}
		end,
		["Image"] = function(cell, tableArgs, tagArgs)
			cell = string.gsub(cell, "%[Player Name%]", "Link")
			local fileType = tagArgs[1] or Franchise.graphics(tableArgs.game) == "2D" and "Sprite" or "Icon"
			local entry = GalleryList.entry(tableArgs.game, fileType, cell, {
				useTerms = false,
			})
			local image = File.image(entry.file, {
				size = tagArgs[2] or "64x64px",
			})
			return {
				text = image,
				size = 20,
				sortValue = false,
			}
		end,
		["List"] = function(cell, tableArgs, tagArgs)
			local listItems = utilsString.split(cell, '%s*,[%D+|%s*]')
			local cellSize = 0
			for i, listItem in ipairs(listItems) do
				cellSize = math.max(cellSize, listItem:len())
			end
			local list = list(listItems, tagArgs[1] or "*")
			return {
				text = list,
				sortValue = false,
			}
		end,
		["Mon"] = value("Mon", false),
		["Name"] = function(cell, tableArgs, tagArgs)
			local cellSize = cell:len()
			local text = string.gsub(cell, "%[Player Name%]", playerName())
			local text = GalleryList.parseVariant(text)
			return {
				text = text,
			}
		end,
		["Plural"] = terms("Plural", true),
		["PluralList"] = terms("PluralList", true),
		["Rupees"] = value("Rupee", true),
		["SortValue"] = function(cell, tableArgs, tagArgs)
			cell = string.gsub(cell, "%[Player Name%]", "Link")
			local sortValue = Sequences.sortValue(tableArgs.game, nil, cell)
			local termLink = Term.link(cell, tableArgs.game)
			return {
				size = cell:len(),
				text = termLink,
				sortValue = sortValue,
			}
		end,
		["Term"] = terms("Term"),
		["Terms"] = terms("Terms"),
		["TermList"] = terms("TermList"),
		["Transcript"] = function(cell, tableArgs, tagArgs)
			local text = string.gsub(cell, "%[Player Name%]", playerName())
			text = "\n"..text.."\n" -- bullet lists don't work without the newlines
			return {
				text = text,
				size = cell:len(),
				sortValue = false,
			}
		end,
	},
	attributeTags = {
		["ID"] = function(cell, tableArgs, tagArgs)
			cell.id = string.gsub(cell.raw, "%[Player Name%]", "Link")
		end,
		["Nowrap"] = function(cell, tableArgs, tagArgs)
			cell.content:addClass("data-table__cell-content--nowrap")
		end,
		["Rowspan"] = function(cell, tableArgs, tagArgs)
			computeRowspan(cell)
		end,
		["Unsortable"] = function(cell, tableArgs, tagArgs)
			cell.sortValue = false
		end,
		["Width"] = function(cell, tableArgs, tagArgs)
			cell.styles = cell.styles or {}
			cell.styles["width"] = tagArgs[1]
		end,
	}
}

return p