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Module:HeroData
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local p = {}; local heroes_data = mw.loadJsonData("Data:HeroData.json") local attributes_data = mw.loadJsonData("Data:AttributeData.json") local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json") local util_module = require('Module:Utilities') local lang_module = require('Module:Lang') local dictionary_module = require('Module:Dictionary') local attribute_module = require('Module:AttributeData') -- returns the table of a specific item, used by external modules function p.get_json_item(name) for i,v in pairs(heroes_data) do if (v["Name"] == name) then return v end end return nil end -- Returns an array of item tables that have the same properties -- @function get_similar_items -- @param {string} -- @return {array of tables} local function get_similar_items(property) local similarItems = {} for _, v in pairs(heroes_data) do if (v[property] ~= nil) then table.insert(similarItems, v) end end return similarItems end -- returns the key of the specified hero's english name function p.get_hero_key(name) for i,v in pairs(heroes_data) do if (v["Name"] == name) then return i end end return nil end --{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}-- --sig_figs optional for rounding floats p.get_hero_var = function(frame) local hero_name = frame.args[1] local hero_stat_key = frame.args[2] local sig_figs_or_localize = frame.args[3] local hero = heroes_data[hero_name] --check if hero key is passed instead if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed if(hero == nil) then return "Hero Not Found" end --both invalid, error local var_value = hero[hero_stat_key] if(var_value == nil) then return 0 end --round if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize) if (var_value == nil) then return "get_hero_var() error with rounding" end end --localize if (sig_figs_or_localize == "true") then return lang_module.get_string(var_value) end return var_value end --{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}} p.get_list_elem = function(frame) local hero_name = frame.args[1] local var = frame.args[2] local number_str = frame.args[3] local number_int = tonumber(number_str) local localize = frame.args[4] local hero = heroes_data[hero_name] --check if hero key is passed instead if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed if(hero == nil) then return "Hero Not Found" end --both invalid, error if (hero == nil) then return "Hero " .. hero_name .. " not found" end local list = hero[var] if (list == nil) then return "Hero does not have " .. var .. " variable" end local element = list[number_int] if (element == nil) then return "" end if localize=="true" then element = lang_module.get_string(element) end return element end p.get_ability_key = function(frame) local hero_key = frame.args[1] local bound_slot_number = frame.args[2] local hero_data = heroes_data[hero_key] if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end local bound_abilities_data = hero_data["BoundAbilities"] if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end return bound_abilities_data[tonumber(bound_slot_number)]["Key"] end p.write_role_playstyle_quote = function(frame) local hero_key = frame.args[1] local hero_data = heroes_data[hero_key] if (hero_data == nil) then return hero_key.." not found" end local role_key = hero_data["Role"] local role_localized = lang_module.get_string(role_key, nil, 'en') local playstyle_key = hero_data["Playstyle"] local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en') local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized local template_args = {} template_args[1] = "" template_args[2] = str return frame:expandTemplate{title = 'Quotation', args = template_args} end p.write_default_items = function(frame) local hero_key = frame.args[1] --unlocalized if (hero_key == nil) then return "No hero key provided" end local str = "" local hero = heroes_data[hero_key] if (hero == nil) then return "Hero not found, must be unlocalized" end local template_title = 'PageRef' for i, item_key in ipairs(hero["RecommendedItems"]) do template_args = {} template_args[1] = lang_module.get_string(item_key, 'en') template_args['alt'] = localize(item_key, item_key) local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } str = str .. "* " .. expanded_template .. "\n" end return str end --If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string --{{#invoke:HeroData|get_hero_scalar_str_invoke|HERO_NAME|STAT_NAME}}-- p.get_hero_scalar_str_invoke = function(frame) local hero_name = frame.args[1] local hero_stat_key = frame.args[2] local hero_data = p.get_json_item(hero_name) if(hero_data == nil) then return "Hero Not Found" end return p.get_hero_scalar_str(hero_data, hero_stat_key) --surely theres a better way end -- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank -- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}} function p.get_hero_scalar_str(scaling_value, scaling_type) local scaling_abbrevs = {Spirit = "Ss", Level = "Ls"} -- Return blank if it doesnt scale if (scaling_value == 0) then return "" end -- Round it scaling_value = util_module.round_to_sig_fig(scaling_value, 3) --The hero has a scaling value with this stat local template_title = "Template:" .. scaling_abbrevs[scaling_type] --scaling type's abbreviation local template_args = {} template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } return template_call end -- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0 function p.get_hero_scalar(hero_data, hero_stat_key) local scaling_type_full local scaling_data local scaling_value local scaling_types = {"Spirit", "Level"} local scaling_data_returned = {} for index, scaling_type in ipairs(scaling_types) do scaling_type_full = scaling_type .. "Scaling" scaling_data = hero_data[scaling_type_full] --If the scaling data exists if (scaling_data ~= nil) then scaling_value = scaling_data[hero_stat_key] --If the stat scales if (scaling_value ~= nil) then scaling_data_returned[scaling_value] = scaling_type end end end return scaling_data_returned end --HERO_NAME in english --{{#invoke:HeroData|write_infobox|HERO_NAME}}-- p.write_infobox = function(frame) -- Get hero data hero_key = frame.args[1] hero_data = heroes_data[hero_key] if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end local infobox_attributes = { Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'}, Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'} } -- Declarations and initializations local category_data = attribute_module.get_category_data() local stats local stat_data local stat_value local stat_text local label local postfix local should_display local image_file_name local image_file local icon_and_value_str local template_args = {} local stat_values = {Weapon = "", Vitality = ""} -- Add the main parameters template_args["name_english"] = lang_module.get_string(hero_key, 'en') template_args["name_localized"] = localize(hero_key, hero_key) -- Iterate attribute categories for category, stats in pairs(infobox_attributes) do -- Iterate stats for _, stat_name in ipairs(stats) do -- Confirm its in attribute data and retrieve it attribute_data = attributes_data[category] if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end stat_data = attribute_data[stat_name] if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end -- gets the stat's value stat_value = hero_data[stat_name] if (stat_value == nil) then stat_value = 0 --default to 0 if not present end --Round value to 3 significant figures stat_value = util_module.round_to_sig_fig(stat_value, 3) -- get label and postfix label = localize(stat_data["label"], stat_name) postfix = stat_data["postfix"] if (postfix == nil) then postfix = "" else -- light grey for postfixes postfix = lang_module.get_string(postfix) if (postfix == nil) then postfix = "" end postfix = '<span style="color: #666666;">' .. postfix .. "</span>" end -- if a language is missing the postfix, use no postfix -- Check if icon file exists, and if not, don't use any image image_file_name = 'File:AttributeIcon' .. stat_name .. '.png' image_file = util_module.get_image_file(image_file_name, 15, stat_name) -- Create the template'd icon local icon_color = attribute_module.get_attr_icon_color(stat_name) icon_template_title = mw.title.new("Template:Icon/" .. icon_color) icon_template_args = {} icon_template_args[1] = image_file icon_template_args[2] = stat_value .. postfix icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args } label = ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>' -- First add localized stat name for left column stat_values[category] = stat_values[category] .. label -- Then add icon and stat value for right column stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str end -- Add the stat values in the category to i.e weapon_values and vitality_values parameters template_args[string.lower(category) .. "_values"] = stat_values[category] end -- Use expandTemplate to evaluate the Infobox_hero template local template_title = mw.title.new("User:Sur") local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } return expanded_template end --{{#invoke:HeroData|write_stat_infoboxes|HERO_KEY}} --Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit p.write_stat_infoboxes = function(frame) local hero_key = frame.args[1] if(hero_key == nil) then return "Hero parameter missing" end -- Use expandTemplate to evaluate the Infobox_hero template local template_title = mw.title.new("Template:Infobox_stat") --name of the template local template_calls = '<div style="display: flex; flex-direction: column;">' --all template calls concatenated local template_call --current template call local template_args = {} --current template arguments local cell_values --current cell values local cell_value --current cell value local label --current stat's label local postfix --current stat's postfix local stat_value --current stat's numerical value in the hero data local hero_data = heroes_data[hero_key] local stats --stats of the current category local image_file_name --name of the image_file to check local image_file --mw returned image file local extra_blank_cell --add a blank cell after certain stats local stats_to_add_blank_after = {CritDamageReceivedScale = true} if (hero_data == nil) then return "Hero Not Found" end local category_data = attribute_module.get_category_data() local should_display for _, category in ipairs(attribute_orders["category_order"]) do if (category ~= "Spirit") then --hide Spirit section for now stats = attributes_data[category] local category_values = category_data[category] template_args["box_name"] = category_values.unlocalized_name template_args["box_rgb"] = category_values.rgb template_args["num_cols"] = 2 cell_values = "" -- Determine cell values for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do local stat_data = stats[stat_name] if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end -- gets the stat's value if it has that stat, default to 0 if not stat_value = hero_data[stat_name] if (stat_value == nil) then stat_value = 0 --default to 0 if not present end --Round value to 3 significant figures stat_value = util_module.round_to_sig_fig(stat_value, 3) -- get label and postfix label = localize(stat_data["label"], stat_name) postfix = stat_data["postfix"] if (postfix == nil) then postfix = "" else -- light grey for postfixes postfix = '<span style="color: #666666;">' .. lang_module.get_string(postfix) .. "</span>" end -- if a language is missing the postfix, use no postfix if (postfix == nil) then postfix = "" end -- Check if icon file exists, and if not, don't use any image image_file_name = 'File:AttributeIcon' .. stat_name .. '.png' -- 15px and link to stat name (page name might not match perfectly yet) image_file = util_module.get_image_file(image_file_name, 15, stat_name) -- Create the template'd icon local icon_color = attribute_module.get_attr_icon_color(stat_name) if (icon_color == "Brown") then image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>' end -- use white instead of grey if grey is returned -- Add an empty cell following some stats to align them correctly as seen in game if (stats_to_add_blank_after[stat_name]) then extra_blank_cell = " ," --prefixed space is needed else extra_blank_cell = "" end -- slightly lighter color for stat name label = '<span style="color: #3d3d3d;">' .. label .. '</span>' -- Add the scaling str if it scales local scaling_data = p.get_hero_scalar(hero_data, stat_name) local scaling_strs = "" if (scaling_data ~= nil) then for scaling_value, scaling_type in pairs(scaling_data) do local scaling_str = p.get_hero_scalar_str(scaling_value, scaling_type) if (scaling_str ~= "") then scaling_str = " " .. scaling_str end scaling_strs = scaling_strs .. scaling_str end end -- Set cell value as "Icon StatvaluePostfix Statname Scaling," -- If icon file already exists, set it to #REDIRECT to the duplicate file page cell_value = image_file .. " " .. stat_value .. postfix .. " " .. label .. scaling_strs .. "," .. extra_blank_cell cell_values = cell_values .. cell_value --add value to values list end template_args["cell_values"] = cell_values -- Write current call template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } -- Add call to the set of calls template_calls = template_calls .. "\n" .. template_call end end return template_calls .. "</div>" end --writes the massive hero comparison table for a specific PI and SP -- scaling icons are shown only if PI and SP are both 0 or both not provided --{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER}} p.write_hero_comparison_table = function(frame) -- process inputs local power_increases = frame.args[1] if (power_increases == nil) then power_increases = 0 end local spirit_power = frame.args[2] if (spirit_power == nil) then spirit_power = 0 end -- Show scaling icons if power/increases/spirit power are 0/not specified local display_scaling_icons = false if (power_increases == 0 and spirit_power == 0) then display_scaling_icons = true end -- Initializations and declarations local row_str = "" local body_str = "" local in_development local is_disabled local template_title = "" local template_args = {} local hero_icon local hero_td_style local scalar_str -- Add hero comp stats to local stats_to_include = { Weapon = { "DPS", "SustainedDPS", "BulletDamage", "RoundsPerSecond", "FireRate", "ClipSize", "ReloadTime", "ReloadDelay", "BulletsPerShot", "BulletsPerBurst", "BurstInterShotInterval", "LightMeleeDamage", "HeavyMeleeDamage", "ReloadSingle", "BulletSpeed", "BulletGravityScale", "FalloffStartRange", "FalloffEndRange", "BonusAttackRange" }, Vitality = { "MaxHealth", "BaseHealthRegen", "BulletResist", "TechResist", "CritDamageReceivedScale", "MaxMoveSpeed", "SprintSpeed", "StaminaCooldown", "Stamina" } } -- Iterate heroes for hero_key, hero_data in pairs(heroes_data) do -- Ensure they are not in development and they are an active hero in_development = hero_data["InDevelopment"] is_disabled = hero_data["IsDisabled"] if ((not in_development) and (not is_disabled)) then --Add the row's stats row_str = "" -- Retrieve hero's localized name hero_name = localize(hero_key, hero_key) -- Retrieve hero's english name, used for hero icon hero_name_en = hero_data["Name"] -- Expand hero icon template_title = "Template:HeroIcon" template_args[1] = hero_name_en template_args[2] = hero_name hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } -- First column in each row is hero name row_str = row_str .. "<td>" .. hero_icon .. "</td>" -- Consecutive columns are then stats -- Iterate categories for _, category in ipairs(attribute_orders["category_order"]) do category_attrs = attributes_data[category] -- Iterate attributes within the category if (stats_to_include[category] ~= nil) then for _, attr_key in ipairs(stats_to_include[category]) do --Retrieve the stats value from hero data stat_value = hero_data[attr_key] if (stat_value == nil) then stat_value = 0 end -- Retrieve scaling val and str if it scales local scaling_data = p.get_hero_scalar(hero_data, attr_key) local scaling_strs = "" if (scaling_data ~= nil) then for scaling_value, scaling_type in pairs(scaling_data) do local scaling_str = p.get_hero_scalar_str(scaling_value, scaling_type) if (scaling_str ~= "") then scaling_str = " " .. scaling_str end if (scaling_str ~= nil) then scaling_strs = scaling_strs .. scaling_str end -- Scale the stat value if (scaling_type == "Spirit") then stat_value = stat_value + (spirit_power * scaling_value) elseif (scaling_type == "Level") then if attr_key == 'TechResist' or attr_key == 'BulletResist' then -- each PI for resists is multiplicative stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100 else stat_value = stat_value + (power_increases * scaling_value) end end end end if (not display_scaling_icons) then scaling_strs = "" end -- Convert from boolean to string, or round it if (type(stat_value)) == 'boolean' then stat_value = tostring(stat_value) else stat_value = util_module.round_to_sig_fig(stat_value, 3) end -- Add it to the row row_str = row_str .. "<td>" .. stat_value .. scaling_strs .. "</td>" end end end -- Add row to the body row_str = "<tr>" .. row_str .. "</tr>" body_str = body_str .. row_str first_hero = false end end -- First header is Hero local headers_str = "<th>" .. "Hero" .. "</th>" local header_style = "" local category_data = attribute_module.get_category_data() local postfix -- Used for keys that are not localized by Valve local postfix_key_map = { ["ReloadDelay"] = "StatDesc_ReloadTime_postfix", ["BulletsPerShot"] = "", ["BulletsPerBurst"] = "", ["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix", ["ReloadSingle"] = "", ["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix", ["SustainedDPS"] = "DPS_postfix" } -- Iterate stats again for displaying headers with their respective color for _, category in ipairs(attribute_orders["category_order"]) do category_attrs = attributes_data[category] category_rgb = category_data[category]["rgb"] -- Iterate attributes within the category if (stats_to_include[category] ~= nil) then for _, attr_key in ipairs(stats_to_include[category]) do attr_data = category_attrs[attr_key] if (attr_data ~= nil) then -- Localize, fallback to attr_key with proper spaces attr_localized = lang_module.get_string(attr_data["label"]) if (attr_localized == nil or attr_localized == "") then attr_localized = util_module.add_space_before_cap(attr_key) end -- Get postfix postfix = lang_module.get_string(attr_data["postfix"]) if (postfix == nil or postfix == "") then postfix = "" else postfix = " (" .. postfix .. ")" end else -- If not in attributes data, use dictionary translate and postfix attr_localized = dictionary_module.translate(attr_key) postfix = lang_module.get_string(postfix_key_map[attr_key]) if postfix == nil then return "attr_key " .. attr_key .. " must be added to postfix_key_map" end if postfix ~= "" then postfix = " (" .. postfix .. ")" end end header_style = ' style="background-color: ' .. "rgb(" .. category_rgb .. ') ;"' headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>" end end end headers_str = "<tr>" .. headers_str .. "</tr>" local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>" local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>' return output_str end function localize(key, fallback) local result = lang_module.get_string(key) if (result == "") or (result == nil) then result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"} end return result end return p
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