Module:OInfobox-Building
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Documentation for this module may be created at Module:OInfobox-Building/doc
-- adapted by Olessan from Levrin's iteration to Sakaratte's original --
-- Layout changed and all labels, etc, updated to pull from Module:BuildingINdex --
-- I may expand later to have functions for other infobox types (but this game doesn't really need any other?? 22/04/2025 --
local com = require('Module:Common')
local a = require('Module:Arguments')
local i = require('Module:Icon')
local p = {}
local function createInfobox(title)
local box = mw.html.create('div')
box:addClass('infobox')
:tag('div')
:addClass('infobox-title')
:wikitext(com.modulePagename(title))
:done()
return box
end
local function addImage(box, image, defaultImage)
if not image and not defaultImage then
box:wikitext('[[Category:Image Needed]]')
return box
end
local imageDiv = mw.html.create('div')
imageDiv:addClass('infobox-image')
local fileName = image or defaultImage
local fileWiki = '[[File:' .. fileName .. '|260px|frameless]]'
imageDiv:wikitext(fileWiki)
box:node(imageDiv)
return box
end
local function addSection(box, data, header, columnCount)
if not data or #data == 0 then
return box
end
if header then
box:tag('div')
:addClass('infobox-header')
:wikitext(header)
:done()
end
local function createDataRow(label, value, defaultValue)
local actualValue = value or defaultValue
if not actualValue or actualValue == '' then
return nil
end
local dataRow = mw.html.create('div')
dataRow:addClass('infobox-data-section')
if label then
dataRow:tag('span')
:addClass('infobox-label')
:wikitext(label)
:done()
:tag('span')
:addClass('infobox-data')
:wikitext(actualValue)
else
dataRow:tag('span')
:addClass('infobox-data')
:wikitext(actualValue)
end
return dataRow
end
local rowClass = 'infobox-row'
if columnCount then
rowClass = rowClass .. ' data-rows-' .. columnCount
end
local rowContainer = mw.html.create('div')
rowContainer:addClass(rowClass)
for _, item in ipairs(data) do
local dataRow = createDataRow(item.label, item.value, item.defaultValue)
if dataRow then
rowContainer:node(dataRow)
end
end
box:node(rowContainer)
return box
end
--[[Levrin:
I left next section, that I commented "Start" and "End," in here in case you all needed or wanted it (blame Pelendur if it's bad.....just kidding (maybe) :p)
It seemed to be in other templates, and I didn't want to remove it if it was needed or useful to you all. ]]--
-- Start
local function createIconRow(iconName, value)
if not value then
return nil
end
local label = i.icon(iconName, nil, nil, com.firstUpper({iconName}), 'en')
return createDataRow(label, value)
end
-- End
--INFOBOX-STRUCTURE
function p.building(frame)
local args = a.getArgs(frame)
local titleArg = args['title']
local currentTitle = mw.title.getCurrentTitle().text
local building = com.modulePagename(titleArg or currentTitle)
local buildingData = require('Module:BuildingIndex')[string.lower(building)]
local infobox = createInfobox(building)
addImage(infobox, args['image'], buildingData and buildingData.defaultImage, buildingData and buildingData.defaultCaption)
if buildingData then
--SECTION-PRODUCTION
local productionData = {}
if buildingData.employees then
for type, value in pairs(buildingData.employees) do
table.insert(productionData, {label = com.firstUpper({type}), value = value})
end
end
if buildingData.workers then
local workers = buildingData.workers
if buildingData.rank then
workers = workers .. ' ' .. buildingData.rank
end
table.insert(productionData, {label = 'Workers', value = workers.firstUpper})
end
--
if buildingData.input then
local input = ''
for k, output in ipairs(buildingData.input) do
input = input .. i.icon(output, nil, nil, com.firstUpper({output}), 'en')
if k < #buildingData.input then
input = input .. '<br />'
end
end
if com.exists(input) then
table.insert(productionData, {label = 'Consumes', value = input})
end
end
if buildingData.output then
local output = ''
for k, product in ipairs(buildingData.output) do
output = output .. i.icon(product, nil, nil, com.firstUpper({product}), 'en')
if k < #buildingData.output then
output = output .. '<br />'
end
end
if com.exists(output) then
table.insert(productionData, {label = 'Produces', value = output})
end
end
if #productionData > 0 then
addSection(infobox, productionData, 'Production', 2) -- The 2 means 2 columns, it can add more or less
end
--/
--SECTION-PREQUISITES
local prereqData = {}
if buildingData.building then
table.insert(prereqData, {label = 'Building', value = buildingData.building})
end
if buildingData.population then
table.insert(prereqData, {label = 'Population', value = buildingData.population})
end
if buildingData.influence then
for type, value in pairs(buildingData.influence) do
table.insert(prereqData, {label = type .. ' Influence', value = value})
end
end
if buildingData.splendor then
for type, value in pairs(buildingData.splendor) do
table.insert(prereqData, {label = type .. ' Splendor', value = value})
end
end
--/
--SECTION-UNLOCKING
if buildingData.influence then
local unlockData = {}
local first = true
for resource, amount in pairs(buildingData.influence) do
if resource ~= 'tier' and resource ~= 'bsplendour' then -- Exclude 'tier' and 'bsplendour'
local displayAmount = amount
if first and buildingData.influence.tier then
displayAmount = displayAmount .. ' ' .. buildingData.influence.tier
first = false
end
local resourceIcon = i.icon(resource, nil, nil, com.firstUpper({resource}), 'en')
local tierPosition = string.find(displayAmount, "tier", nil, true)
if tierPosition then
local beforeTier = string.sub(displayAmount, 1, tierPosition - 1)
local theTier = string.sub(displayAmount, tierPosition)
table.insert(unlockData, {label = resourceIcon, value = beforeTier .. "(" .. theTier .. ")"})
else
table.insert(unlockData, {label = resourceIcon, value = displayAmount})
end
end
end
if #unlockData > 0 then
addSection(infobox, unlockData, 'Unlocking Conditions', 2)
end
end
--/
---SECTION-CONSTRUCTION
if buildingData.construction then
local constructionData = {}
for resource, amount in pairs(buildingData.construction) do
local resourceIcon = i.icon(resource, nil, nil, com.firstUpper({resource}), 'en')
table.insert(constructionData, {label = resourceIcon, value = amount})
end
if #constructionData > 0 then
addSection(infobox, constructionData, 'Construction Resources', 2)
end
end
--/
--SECTION-RUNNING-COSTS
local costData = {}
if buildingData.costs or buildingData.influence['bsplendour'] or buildingData.costs['gold coins'] then
local costData = {}
for resource, amount in pairs(buildingData.costs) do
local resourceIcon = i.icon(resource, nil, nil, com.firstUpper({resource}), 'en')
table.insert(costData, {label = resourceIcon, value = amount})
end
if buildingData.costs['gold coins'] then
local resourceIcon = i.icon('gold coins', nil, nil, 'gold coins', 'en')
table.insert(costData, {label = 'Build Cost', value = buildingData.costs['gold coins']})
end
-- Add 'bsplendour' to running costs if it exists
if buildingData.influence['bsplendour'] then
local resourceIcon = i.icon('bsplendour', nil, nil, 'splendor', 'en')
table.insert(costData, {label = resourceIcon, value = buildingData.influence['bsplendour']})
end
if #costData > 0 then
addSection(infobox, costData, 'Economic Costs', 2)
end
end
end
--/
return infobox
end
return p