add game&rawdata
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117
gamedata/scripts/luaxml.script
Normal file
117
gamedata/scripts/luaxml.script
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local base = _G
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local xml = xml
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module("xml")
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-- symbolic name for tag index, this allows accessing the tag by var[xml.TAG]
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TAG = 0
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-- sets or returns tag of a LuaXML object
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function tag(var,tag)
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if base.type(var)~="table" then return end
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if base.type(tag)=="nil" then
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return var[TAG]
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end
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var[TAG] = tag
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end
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-- creates a new LuaXML object either by setting the metatable of an existing Lua table or by setting its tag
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function new(arg)
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if base.type(arg)=="table" then
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base.setmetatable(arg,{__index=xml, __tostring=xml.str})
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return arg
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end
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local var={}
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base.setmetatable(var,{__index=xml, __tostring=xml.str})
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if base.type(arg)=="string" then var[TAG]=arg end
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return var
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end
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-- appends a new subordinate LuaXML object to an existing one, optionally sets tag
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function append(var,tag)
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if base.type(var)~="table" then return end
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local newVar = new(tag)
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var[#var+1] = newVar
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return newVar
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end
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-- converts any Lua var into an XML string
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function str(var,indent,tagValue)
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if base.type(var)=="nil" then return end
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local indent = indent or 0
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local indentStr=""
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for i = 1,indent do indentStr=indentStr.." " end
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local tableStr=""
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if base.type(var)=="table" then
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local tag = var[0] or tagValue or base.type(var)
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local s = indentStr.."<"..tag
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for k,v in base.pairs(var) do -- attributes
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if base.type(k)=="string" then
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if base.type(v)=="table" and k~="_M" then -- otherwise recursiveness imminent
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tableStr = tableStr..str(v,indent+1,k)
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else
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s = s.." "..k.."=\""..encode(base.tostring(v)).."\""
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end
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end
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end
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if #var==0 and #tableStr==0 then
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s = s.." />\n"
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elseif #var==1 and base.type(var[1])~="table" and #tableStr==0 then -- single element
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s = s..">"..encode(base.tostring(var[1])).."</"..tag..">\n"
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else
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s = s..">\n"
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for k,v in base.ipairs(var) do -- elements
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if base.type(v)=="string" then
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s = s..indentStr.." "..encode(v).." \n"
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else
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s = s..str(v,indent+1)
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end
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end
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s=s..tableStr..indentStr.."</"..tag..">\n"
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end
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return s
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else
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local tag = base.type(var)
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return indentStr.."<"..tag.."> "..encode(base.tostring(var)).." </"..tag..">\n"
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end
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end
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-- saves a Lua var as xml file
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function save(var,filename)
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if not var then return end
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if not filename or #filename==0 then return end
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local file = base.io.open(filename,"w")
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file:write("<?xml version=\"1.0\"?>\n<!-- file \"",filename, "\", generated by LuaXML -->\n\n")
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file:write(str(var))
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base.io.close(file)
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end
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-- recursively parses a Lua table for a substatement fitting to the provided tag and attribute
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function find(var, tag, attributeKey,attributeValue)
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-- check input:
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if base.type(var)~="table" then return end
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if base.type(tag)=="string" and #tag==0 then tag=nil end
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if base.type(attributeKey)~="string" or #attributeKey==0 then attributeKey=nil end
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if base.type(attributeValue)=="string" and #attributeValue==0 then attributeValue=nil end
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-- compare this table:
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if tag~=nil then
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if var[0]==tag and ( attributeValue == nil or var[attributeKey]==attributeValue ) then
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base.setmetatable(var,{__index=xml, __tostring=xml.str})
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return var
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end
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else
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if attributeValue == nil or var[attributeKey]==attributeValue then
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base.setmetatable(var,{__index=xml, __tostring=xml.str})
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return var
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end
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end
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-- recursively parse subtags:
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for k,v in base.ipairs(var) do
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if base.type(v)=="table" then
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local ret = find(v, tag, attributeKey,attributeValue)
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if ret ~= nil then return ret end
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end
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end
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end
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