Zero-K_Custom_Widgets/export_UnitDefs.lua

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--
-- file: export_UnitDefs.lua
-- brief: Save the UnitDefs table to json for spreadsheeting
-- author: Birdulon
--
-- Copyright (C) 2020.
-- Licensed under MIT or WTFPL, whichever you prefer.
--
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--local json = require "json"
--VFS.Include("LuaUI/Widgets/json.lua")
function widget:GetInfo()
return {
name = "Export UnitDefs",
desc = "Exports UnitDefs table to a json when /exportUnitDefs is written in chat",
author = "Birdulon",
date = "June 2020",
license = "MIT/WTFPL",
layer = 0,
enabled = true -- loaded by default?
}
end
function widget:Update(dt)
local filename = "SPR_" .. Engine.versionFull .. "_ZK_" .. Game.gameVersion .. "_unitdefs"
local data = {}
for unitID=1,#UnitDefs do
data[unitID] = {}
for k,v in UnitDefs[unitID]:pairs() do
if k == "wDefs" then
-- Skip as it's actually empty
elseif k == "weapons" then
data[unitID][k] = v
for i=1,#v do
if type(data[unitID].weapons[i].weaponDef) == "number" then
local wepDef = WeaponDefs[data[unitID].weapons[i].weaponDef]
for name,param in wepDef:pairs() do
data[unitID].weapons[i][name] = param -- This flattens the structure a little bit, but I think it's a useful thing to do.
end
end
end
else
data[unitID][k] = v
end
end
end
table.save(data, filename .. ".lua")
Spring.Echo("game_message: UnitDefs table saved to " .. filename .. ".lua")
-- if json then
-- local file = io.open(filename .. ".json", "w")
-- io.output(file)
-- io.write(json.encode(data))
-- io.close(file)
-- Spring.Echo("game_message: UnitDefs table saved to " .. filename .. ".json")
-- end
widgetHandler:RemoveWidget()
end
-- function widget:Initialize()
-- end