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

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(Transformation rules.)
 
m (update for MayRequire attribute)
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== Herein lie the (current) ad hoc rules for getting from an XML to a Lua table ==
+
== Transformation rules ==
 +
 
 +
=== RimWorld version ===
 +
Version is added to the beginning of each generated Lua table.
 +
 
 +
<pre>
 +
return {
 +
 
 +
  version = "1.2.2753",
 +
  ...
 +
</pre>
  
 
=== Elements with attributes ===
 
=== Elements with attributes ===
Move into subkey with exact name.
+
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 attributes added: "DLC", "FileName".
 +
 
 +
<pre>
 +
<ThingDef ParentName="BaseHare">
 +
  <defName>Snowhare</defName>
 +
  <label>snowhare</label>
 +
  ...
 +
</pre>
 +
 
 +
transforms to:
 +
 
 +
<pre>
 +
["ThingDef:Hare"] = {
 +
  ["_attrib_"] = {
 +
    ["ParentName"] = "BaseHare",
 +
    ["FileName"] = "Races_Animal_Hares.xml",
 +
    ["DLC"] = "Core",
 +
  },
 +
  ["defName"] = "Snowhare",
 +
  ["label"] = "snowhare",
 +
  ...
 +
</pre>
 +
 
 +
Parent (abstract) Def:
 +
 
 +
<pre>
 +
<ThingDef Abstract="True" ParentName="AnimalThingBase" Name="BaseHare">
 +
  <statBases>
 +
    <MoveSpeed>6.0</MoveSpeed>
 +
    <MarketValue>50</MarketValue>
 +
    ...
 +
</pre>
  
=== Def keys ===
+
transforms to:
defName is used as an index for the main Def table. defName remains as a subkey to the table.
+
 
 +
<pre>
 +
["ThingDef:BaseHare"] = {
 +
  ["_attrib_"] = {
 +
    ["Abstract"] = "True",
 +
    ["ParentName"] = "AnimalThingBase",
 +
    ["Name"] = "BaseHare",
 +
    ["FileName"] = "Races_Animal_Hares.xml",
 +
    ["DLC"] = "Core",
 +
  },
 +
    ["statBases"] = {
 +
      ["MoveSpeed"] = 6.0,
 +
      ["MarketValue"] = 50,
 +
  ...
 +
</pre>
  
=== <nowiki><li></nowiki> elements enclosing simple values ===
+
=== List elements without children ===
 
Get transformed into ordered lists (numerically indexed Lua tables).
 
Get transformed into ordered lists (numerically indexed Lua tables).
  
Line 17: Line 77:
 
</pre>
 
</pre>
  
becomes
+
transforms to:
  
 
<pre>
 
<pre>
Line 26: Line 86:
 
</pre>
 
</pre>
  
Note: an extra 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 multiple items ===
+
=== List elements with children ===
  
 
<pre>
 
<pre>
Line 47: Line 107:
 
</pre>
 
</pre>
  
becomes
+
transforms to:
  
 
<pre>
 
<pre>
Line 65: Line 125:
 
},
 
},
 
</pre>
 
</pre>
 +
 +
=== List elements with a single attribute Class ===
 +
The value of the "Class" attribute is used to rename the <nowiki><li></nowiki>.
 +
 +
<pre>
 +
<comps>
 +
  <li Class="CompProperties_Glower">
 +
    <glowRadius>10</glowRadius>
 +
...
 +
</pre>
 +
 +
transforms to:
 +
 +
<pre>
 +
comps = {
 +
  CompProperties_Glower = {
 +
    glowRadius = 10,
 +
...
 +
</pre>
 +
 +
=== 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.
 +
 +
See [[#List elements with a single attribute Class]]
  
 
=== Ranges (1~2) ===
 
=== Ranges (1~2) ===
: TODO
+
<pre><overdoseSeverityOffset>0.18~0.35</overdoseSeverityOffset></pre>
 +
transforms to:
 +
<pre>overdoseSeverityOffset = { ["<"]=0.18, [">"]=0.35 },</pre>
  
 
=== Curve points ===
 
=== 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).
 +
 
<pre>
 
<pre>
 
<litterSizeCurve>
 
<litterSizeCurve>
Line 80: Line 174:
 
</pre>
 
</pre>
  
becomes
+
transforms to:
  
 
<pre>
 
<pre>
Line 92: Line 186:
 
},
 
},
 
</pre>
 
</pre>
 +
 +
=== Descriptions ===
 +
 +
Because of some exceptions in Royalty Defs, <description> content has to be wrapped in double square brackets (Lua multiline syntax).
 +
 +
=== MayRequire attribute ===
 +
Removed.
 +
 +
== 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.
 +
 +
== TODO ==
 +
* Implement filtering for components (any list item that follows the same pattern)

Revision as of 03:36, 8 May 2021

Transformation rules

RimWorld version

Version is added to the beginning of each generated Lua table.

return {

  version = "1.2.2753",
  ...

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 attributes added: "DLC", "FileName".

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

transforms to:

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

Parent (abstract) Def:

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

transforms to:

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

List elements without children

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

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

transforms to:

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

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

List 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>

transforms to:

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

List elements with a single attribute Class

The value of the "Class" attribute is used to rename the <li>.

<comps>
  <li Class="CompProperties_Glower">
    <glowRadius>10</glowRadius>
...

transforms to:

comps = {
  CompProperties_Glower = {
    glowRadius = 10,
...

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.

See #List elements with a single attribute Class

Ranges (1~2)

<overdoseSeverityOffset>0.18~0.35</overdoseSeverityOffset>

transforms to:

overdoseSeverityOffset = { ["<"]=0.18, [">"]=0.35 },

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>

transforms to:

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

Descriptions

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

MayRequire attribute

Removed.

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.

TODO

  • Implement filtering for components (any list item that follows the same pattern)