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Created page with "local p = {} -- Internationalization data local i18n = { -- Name formats for pages and files filename = 'Invicon $1', legacyFilename = 'Grid $1', modLink = 'Mods/$1/$2', -- Dependencies moduleAliases = Module:Inventory slot/Aliases, moduleRandom = Module:Random, -- List of special prefixes which should be handled by -- other modules (such as being moved outside links) -- When localizing, you might want to use a separate list of patterns -- matchin..." |
m Protected "Module:Inventory slot": Module page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) |
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Revision as of 18:45, 16 June 2025
This module implements {{Inventory slot}}
.
Dependencies
local p = {}
-- Internationalization data
local i18n = {
-- Name formats for pages and files
filename = 'Invicon $1',
legacyFilename = 'Grid $1',
modLink = 'Mods/$1/$2',
-- Dependencies
moduleAliases = [[Module:Inventory slot/Aliases]],
moduleRandom = [[Module:Random]],
-- List of special prefixes which should be handled by
-- other modules (such as being moved outside links)
-- When localizing, you might want to use a separate list of patterns
-- matching the prefixes’ grammatical forms depending on the language
prefixes = {
any = 'Any',
matching = 'Matching',
damaged = 'Damaged',
unwaxed = 'Unwaxed',
},
-- List of suffixes that are usually stripped from links and tooltips
suffixes = {
rev = 'Revision %d+',
-- berev = 'BE%d+',
-- jerev= 'JE%d+',
be = 'BE',
lce = 'LCE',
sm = 'SM',
},
}
p.i18n = i18n
-- Global dependencies and constants
local random = require( i18n.moduleRandom ).random
local aliases = mw.loadData( i18n.moduleAliases )
local pageName = mw.title.getCurrentTitle().text
local vanilla = { v = 1, vanilla = 1, mc = 1, minecraft = 1 }
-- Auxilliary functions --
-- Splits a given text into fragments separated by semicolons that are not
-- inside square brackets. Originally written by AttemptToCallNil for the
-- Russian wiki.
-- It processes the text byte-by-byte due to being written under a much stricter
-- Lua runtime budget, with no LuaSandbox and mw.text.split being unperformant.
-- See also https://help.fandom.com/wiki/Extension:Scribunto#Known_issues_and_solutions
local function splitOnUnenclosedSemicolons(text)
local semicolon, lbrace, rbrace = (";[]"):byte(1, 3)
local nesting = false
local splitStart = 1
local frameIndex = 1
local frames = {}
for index = 1, text:len() do
local byte = text:byte(index)
if byte == semicolon and not nesting then
frames[frameIndex] = text:sub(splitStart, index - 1)
frameIndex = frameIndex + 1
splitStart = index + 1
elseif byte == lbrace then
assert(not nesting, "Excessive square brackets found")
nesting = true
elseif byte == rbrace then
assert(nesting, "Unbalanced square brackets found")
nesting = false
end
end
assert(not nesting, "Unbalanced square brackets found")
frames[frameIndex] = text:sub(splitStart, text:len())
for index = 1, #frames do
frames[index] = (frames[index]:gsub("^%s+", ""):gsub("%s+$", "")) -- faster than mw.text.trim
end
return frames
end
-- Performs a simple recursive clone of a table’s values.
-- Probably exists due to mw.clone() being unusable on tables from mw.loadData()
-- at the time (see the link to help.fandom.com above)
local function cloneTable( origTable )
local newTable = {}
for k, v in pairs( origTable ) do
if type( v ) == 'table' then
v = cloneTable( v )
end
newTable[k] = v
end
return newTable
end
-- Merges a list, or inserts a string or table into a table,
-- depending on what the second argument happens to be
local function mergeList( parentTable, content )
local i = #parentTable + 1
if content[1] then
-- Merge list into table
for _, v in ipairs( content ) do
parentTable[i] = v
i = i + 1
end
else
-- Add strings or tables to table
parentTable[i] = content
end
end
-- Creates the HTML node for a given item.
-- The actual icon file is found and added here
local function makeItem( frame, args )
local item = ( mw.html.create('span')
:addClass('invslot-item')
:addClass(args.imgclass)
:cssText(args.imgstyle)
)
if (frame.name or '') == '' then
-- Empty frame, no icon to add
return item
end
-- Frame parameters
local title = frame.title or mw.text.trim( args.title or '' )
local mod = frame.mod
local name = frame.name
local num = frame.num
local description = frame.text
-- Split the extension out of the frame’s name
local extension
if name:match('%.gif') or name:match('%.png') then
extension = name:sub(-4)
name = name:sub(0, -5)
elseif name:match('%.webp') then
extension = '.webp'
name = name:sub(0, -6)
else
extension = '.png'
end
-- Determine the file name
local img
if mod then
-- Legacy mod support
-- Comment out instead of deleting, as other wikis may find it useful
img = i18n.legacyFilename:gsub( '%$1', name .. ' (' .. mod .. ')' )
else
-- Fall back to an individual image if the sprite is lacking
img = i18n.filename:gsub( '%$1', name)
end
img = img .. extension
-- Strip suffixes out
for _, suffix in pairs( i18n.suffixes ) do
name = name:gsub( ' ' .. suffix .. '$', '' )
end
-- Determine the link’s target
local link = args.link or ''
if link == '' then
if mod then
link = i18n.modLink:gsub( '%$1', mod ):gsub( '%$2', name )
else
-- Strip the “Damaged” prefix out
link = name:gsub( '^' .. i18n.prefixes.damaged .. ' ', '' )
end
elseif link:lower() == 'none' then
-- Disable the link
link = nil
end
if link and link:gsub('^%l', string.upper) == pageName then
link = nil
end
-- Tooltip titles. If JavaScript is not enabled, the slot will gracefully
-- degrade to a simplified title without minetip formatting
local formattedTitle
local plainTitle
if title == '' then
-- If the title is not set, default to the slot’s name
plainTitle = name
elseif title:lower() ~= 'none' then
-- Special character escapes
plainTitle = title:gsub( '\\\\', '\' ):gsub( '\\&', '&' )
-- The default title will have special formatting code stripped out
local formatPatterns = {'&[0-9a-jl-qs-vyzr]', '&#%x%x%x%x%x%x', '&$%x%x%x'}
for _, formatPattern in ipairs( formatPatterns ) do
if plainTitle:match( formatPattern ) then
formattedTitle = title
plainTitle = plainTitle:gsub( formatPattern, '' )
end
end
if plainTitle == '' then
-- If the title field only has formatting code, the frame’s name
-- is automatically used. For minetips it’s done by JavaScript
-- by appending the plain title.
plainTitle = name
else
-- Re-encode the
plainTitle = plainTitle:gsub( '\', '\\' ):gsub( '&', '&' )
end
elseif link then
-- Disable the tooltip that will otherwise appear with a link
formattedTitle = ''
end
-- Minetips are controlled by custom HTML attributes.
-- See [[MediaWiki:Common.js]] for implementation in JavaScript
item:attr{
['data-minetip-title'] = formattedTitle,
['data-minetip-text'] = description
}
-- & is re-escaped because mw.html treats attributes as plain text,
-- but MediaWiki doesn’t.
local escapedTitle = ( plainTitle or '' ):gsub( '&', '&' )
-- Alt text
local altText = img .. ': Inventory sprite for ' .. name .. ' in Minecraft as shown in-game'
if link then
altText = altText .. ' linking to ' .. link
end
if formattedTitle or plainTitle or link then
altText = altText .. ' with description: ' .. ( formattedTitle or plainTitle or link )
if description then
altText = altText .. ' ' .. description:gsub( '/', ' ' )
end
altText = altText:gsub( '&[0-9a-jl-qs-wr]', '' )
end
-- Add the image
item:addClass( 'invslot-item-image' )
:wikitext( '[[File:', img, '|32x32px|link=', link or '', '|alt=', altText, '|', escapedTitle, ']]' )
-- Add the stack number, if present and in 2-999 range
if num and num > 1 and num < 1000 then
if link then
item:wikitext( '[[', link, '|' )
end
local number = item
:tag( 'span' )
:addClass( 'invslot-stacksize' )
:attr{ title = plainTitle }
:wikitext( num )
if args.numstyle then
number:cssText( args.numstyle )
end
if link then
item:wikitext( ']]' )
end
end
-- The HTML node is now ready
return item
end
-- Publicly available functions --
-- Main entry point: Creates the whole slot
function p.slot( f )
-- Incoming arguments
local args = f.args or f
if f == mw.getCurrentFrame() and args[1] == nil then
args = f:getParent().args
end
-- TODO: Add support for unexpanded frame sequences in table format
if not args.parsed then
-- Assumed to be a string, trim it
args[1] = mw.text.trim( args[1] or '' )
end
-- Legacy mod support. Comment out instead of deleting; might be useful
-- for other wikis
-- TODO: Support multiple mod alias tables at once (like on RuMCW)
local modData = {
aliases = args.modaliases or '',
default = args.mod
}
if modData.aliases ~= '' then
modData.aliases = mw.loadData( 'Module:' .. modData.aliases )
else
modData.aliases = nil
end
if args.mod == '' then
modData.default = nil
end
-- Get the frame sequence in table format
local frames
if args.parsed then
-- Already parsed in some other module, such as Recipe table
frames = args[1]
elseif args[1] ~= '' then
-- Parse the frame string
-- TODO: Make the “randomise” flag not hard-coded to invslot-large CSS class
-- (ostensibly for output slots) as not all output slots are large
local randomise = args.class == 'invslot-large' and 'never' or nil
frames = p.parseFrameText( args[1], randomise, false, modData )
end
-- Create the slot node and add applicable styles
local body = mw.html.create( 'span' ):addClass( 'invslot' ):css{ ['vertical-align'] = args.align }
-- Is the slot animated?
local animated = frames and #frames > 1
if animated then
body:addClass( 'animated' )
end
-- Default background
if ( args.default or '' ) ~= '' then -- default background
body:addClass( 'invslot-default-' .. string.lower( args.default ):gsub( ' ', '-' ) )
end
-- Custom styles
body:addClass( args.class )
body:cssText( args.style )
--mw.logObject( frames )
if not frames or #frames == 0 then
-- Empty slot
return tostring( body )
end
-- We have frames, add them
local activeFrame = frames.randomise == true and random( #frames ) or 1
for i, frame in ipairs( frames ) do
local item
if frame[1] then
-- This is a subframe container. Each animation cycle of the slot
-- will show a subframe, one at a time.
-- Create a container node for subframes
item = body:tag( 'span' ):addClass( 'animated-subframe' )
local subActiveFrame = frame.randomise == true and random( #frame ) or 1
-- Add subframes to the note
for sI, sFrame in ipairs( frame ) do
local sItem = makeItem( sFrame, args )
item:node( sItem )
-- Set this subframe as active
if sI == subActiveFrame then
sItem:addClass( 'animated-active' )
end
end
else
-- A simple frame
item = makeItem( frame, args )
body:node( item )
end
if i == activeFrame and animated then
-- Set this frame as active, if we have multiple of them
item:addClass( 'animated-active' )
end
end
-- The slot is ready
return tostring( body )
end
-- Parses the frame text into a table of frames and subframes,
-- expanding aliases (and optionally retaining a reference), and
-- deciding if the slot can be randomised.
-- Alias references are used in [[Module:Recipe table]] to create links and
-- lists of unique items.
function p.parseFrameText( framesText, randomise, aliasReference, modData )
-- Frame sequences
local frames = { randomise = randomise }
local subframes = {}
-- Is the current frame a subframe?
local subframe
-- The list of expanded aliases, will be added to the frame sequence
-- if aliasReference is set to true AND if there are any aliases to expand.
local expandedAliases
-- Split the frame string by semicolons (respecting square brackets)
local splitFrames = splitOnUnenclosedSemicolons( framesText )
-- Iterate on frame fragments
for i, frameText in ipairs( splitFrames ) do
-- Subframes are grouped by curly braces
frameText = frameText:gsub( '^%s*{%s*', function()
subframe = true
return ''
end )
if subframe then
-- Closing brace found
frameText = frameText:gsub( '%s*}%s*$', function()
subframe = 'last'
return ''
end )
end
-- Convert the frame text into table format, applying the default mod
-- if needed.
local frame = p.makeFrame( frameText, modData and modData.default )
-- Alias processing
-- TODO: Rework mod support to automatically load relevant alias tables,
-- for use on other wikis that may want it. This will allow supporting
-- multiple mod alias tables at once. Comment out instead of deleting!
local newFrame = frame
if aliases or modData.aliases then
local id = frame.name
if frame.mod then
-- is this really needed? RuMCW doesn’t add mod prefixes in mod aliases
id = frame.mod .. ':' .. id
end
local alias = modData and modData.aliases and modData.aliases[id] or
aliases and aliases[id]
if alias then
-- Alias found, expand it
newFrame = p.getAlias( alias, frame )
-- Save the alias references, if asked
if aliasReference then
-- The alias data includes the original unexpanded frame
-- and the number of frames it has expanded to.
-- The alias reference table is not sequential — indices for
-- each alias data object correspond to that alias’ first
-- (or only) expanded frame. Which is not added to the frame
-- sequence yet
local curFrame = #frames + 1
local aliasData = { frame = frame, length = #newFrame }
if subframe then
-- Subframe containers will have their own
-- alias reference tables
if not subframes.aliasReference then
subframes.aliasReference = {}
end
subframes.aliasReference[#subframes + 1] = aliasData
else
if not expandedAliases then
expandedAliases = {}
end
expandedAliases[curFrame] = aliasData
end
end
end
end
-- Alias processing ends here
-- Add frames and control randomization
if subframe then
-- Add the frame to the current subframe container
mergeList( subframes, newFrame )
-- Randomise starting frame for "Any *" aliases, as long as the
-- alias is the only subframe (and randomization is not disabled)
if frames.randomise ~= 'never' and subframes.randomise == nil and
frame.name:match( '^' .. i18n.prefixes.any .. ' ' )
then
subframes.randomise = true
else
subframes.randomise = false
end
-- Disable randomization
if frames.randomise ~= 'never' then
frames.randomise = false
end
if subframe == 'last' then
if #subframes == 1 or #splitFrames == i and #frames == 0 then
-- If the subframe container only has one expanded frame or
-- is the only frame in the whole sequence, its contents are
-- extracted into the main frame sequence
local lastFrame = #frames
mergeList( frames, subframes )
-- Inherit the randomise flag if it’s the only frame
if #splitFrames == 1 then
frames.randomise = subframes.randomise
end
-- Append alias reference data, if present
if aliasReference and subframes.aliasReference then
if not expandedAliases then
expandedAliases = {}
end
for i, aliasRefData in pairs(subframes.aliasReference) do
expandedAliases[lastFrame + i] = aliasRefData
end
end
else
-- Add the subframe container to the frame sequence
table.insert( frames, subframes )
end
-- Finished processing this subframe container
subframes = {}
subframe = nil
end
else
-- Randomize starting frame for "Any *" aliases, as long as the alias is the only frame
if frames.randomise ~= 'never' and frame.name:match( '^' .. i18n.prefixes.any .. ' ' ) then
frames.randomise = true
else
frames.randomise = false
end
-- Add the expanded frame(s) to the frame sequence
mergeList( frames, newFrame )
end
end
-- Add the alias reference, if we’re compiling one
frames.aliasReference = expandedAliases
-- The frame sequence is ready
return frames
end
-- Applies parameters from the parent frame (such as title or text)
-- to the alias’ expansion
function p.getAlias( aliasFrames, parentFrame )
-- If alias is just a name, return the parent frame with the new name
if type( aliasFrames ) == 'string' then
local expandedFrame = mw.clone( parentFrame )
expandedFrame.name = aliasFrames
return { expandedFrame }
end
-- Single frame alias, put in list
if aliasFrames.name then
aliasFrames = { aliasFrames }
end
-- Common case: group alias
local expandedFrames = {}
for i, aliasFrame in ipairs( aliasFrames ) do
local expandedFrame
if type( aliasFrame ) == 'string' then
-- Simple expansion frame in string format
expandedFrame = { name = aliasFrame }
else
-- Expansion frame in table format
-- As it’s loaded with mw.loadData, it must be cloned
-- before changing
expandedFrame = cloneTable( aliasFrame )
end
-- Apply the parent frame’s settings
expandedFrame.title = parentFrame.title or expandedFrame.title
expandedFrame.num = parentFrame.num or expandedFrame.num
expandedFrame.text = parentFrame.text or expandedFrame.text
-- Legacy mod support. Comment out instead of deleting
-- TODO: invert the priority for mod parameter, to allow
-- group mod aliases with vanilla items?
expandedFrame.mod = parentFrame.mod or expandedFrame.mod
expandedFrames[i] = expandedFrame
end
return expandedFrames
end
-- Convert the frame object back into string format
function p.stringifyFrame( frame )
if not frame.name then
return ''
end
return string.format(
'[%s]%s:%s,%s[%s]',
frame.title or '',
frame.mod or 'Minecraft',
frame.name,
frame.num or '',
frame.text or ''
)
end
-- Convert the frame sequence into string format
function p.stringifyFrames( frames )
for i, frame in ipairs( frames ) do
if frame[1] then
-- Subframe container
-- As the format and the syntax are the same, process it recursively
frames[i] = '{' .. p.stringifyFrames( frame ) .. '}'
else
frames[i] = p.stringifyFrame( frame )
end
end
return table.concat( frames, ';' )
end
-- Converts the frame text into a frame object
-- Full syntax: [Title]Mod:Name,Number[Text]
function p.makeFrame( frameText, defaultMod )
-- Simple frame with no parts
if not frameText:match( '[%[:,]' ) then
return {
mod = defaultMod,
name = mw.text.trim( frameText ),
}
end
-- Complex frame
local frame = {}
-- Title
local title, rest = frameText:match( '^%s*%[([^%]]*)%]%s*(.*)' )
if title then
frame.title = title
frameText = rest
end
-- Additional tooltip text
local rest, text = frameText:match( '([^%]]*)%s*%[([^%]]*)%]%s*$' )
if text then
frame.text = text
frameText = rest
end
-- Legacy mod support
-- Comment out instead of deleting
local mod, rest = frameText:match('^([^:]+):%s*(.*)')
if mod then
if not vanilla[mod:lower()] then
frame.mod = mod
end
frameText = rest
else
frame.mod = defaultMod
frameText = frameText:gsub('^:', '')
end
-- Name and stack size
-- The pattern will match the last comma, so you can use names with commas
-- like so: “Potatiesh, Greatstaff of the Peasant,1”
local name, num = frameText:match('(.*),%s*(%d+)')
if num then
-- Number is set
frame.name = mw.text.trim(name)
frame.num = math.floor(num)
if frame.num < 2 then
frame.num = nil
end
else
-- No number
frame.name = mw.text.trim(frameText)
end
-- The frame object is ready
return frame
end
-- This line should be the last one:
return p