Module:ItemTables: Difference between revisions

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Sylphoid (talk | contribs)
add return fire to bullet resist
Cypress (talk | contribs)
m ...also add % suffix to Spirit Lifesteal
 
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local function get_similar_items_array(property)
local function get_similar_items_array(property)
local similarItems = {}
local similarItems = {}
local hash = {}
local noDuplicates = {}
for _, v in pairs(data) do
for _, v in pairs(data) do
for _, value in ipairs(property) do
for _, value in ipairs(property) do
if (v[value] ~= nil and v["Disabled"] == false and v["Name"] ~= nil and v[value] ~= "0" ) then
if (v[value] ~= nil and v["Disabled"] == false and v["Name"] ~= nil and v[value] ~= "0" and v[value] ~= "0m") then
table.insert(similarItems, v)
table.insert(similarItems, v)
end
end
end
end
end
end
return similarItems
-- remove duplicate items if that item contains multiple keys of the same stat increase (eg. Fleetfoot has both "BonusMoveSpeed", "ActiveBonusMoveSpeed" in move speed).
-- there might be a more efficient way to prevent adding duplicate items in the first place in the above for loop
for _, v in pairs(similarItems) do
if (not hash[v]) then
noDuplicates[#noDuplicates+1] = v
hash[v] = true
end
end
return noDuplicates
end
end


Line 38: Line 49:
     return copy
     return copy
end
end


-- local link_patterns = {}
-- local link_patterns = {}
Line 63: Line 73:
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" }
friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" }
friendly_to_internal["spirit damage"] = { "ProcBonusMagicDamage" }
friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" }
friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" }
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" }
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" }
friendly_to_internal["bullet resist"] = { "BulletResist", "LocalBulletArmorReduction", "ReturnFireBulletResist" }
friendly_to_internal["bullet resist"] = { "BulletResist", "LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletResistPerStack" }
friendly_to_internal["bullet resist reduction"] = { "BulletArmorReduction", "BulletResistReduction" }
friendly_to_internal["spirit resist"] = { "TechResist" }
friendly_to_internal["spirit resist"] = { "TechResist" }
friendly_to_internal["health"] = { "BonusHealth" }
friendly_to_internal["spirit resist reduction"] = { "TechArmorDamageReduction", "MagicResistReduction" }
friendly_to_internal["bonus health"] = { "BonusHealth" }
friendly_to_internal["health regen"] = { "BonusHealthRegen" }
friendly_to_internal["health regen"] = { "BonusHealthRegen" }
friendly_to_internal["max health regen"] = { "HealLifePercentOutOfCombat" }
friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate" }
friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate" }
friendly_to_internal["fire rate slow"] = { "FireRateSlow" }
friendly_to_internal["fire rate slow"] = { "FireRateSlow" }
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" }
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" }
friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield", "ImbuedTechPower", "AmbushBonusTechPower" }
friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield", "ImbuedTechPower", "AmbushBonusTechPower" }
friendly_to_internal["bullet lifesteal"] = { "BulletLifestealPercent", "ActiveBonusLifesteal" }
friendly_to_internal["spirit lifesteal"] = { "AbilityLifestealPercentHero" }
friendly_to_internal["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed" }
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed" }
friendly_to_internal["movement slow"] = { "SlowPercent", "MovementSpeedSlow" }
friendly_to_internal["reload time"] = { "ReloadSpeedMultipler" }
friendly_to_internal["heavy melee distance"] = { "MeleeDistanceScale" }
friendly_to_internal["bonus heavy damage"] = { "BonusHeavyMeleeDamage" }
friendly_to_internal["melee resist"] = { "MeleeResistPercent" }
friendly_to_internal["stamina"] = { "Stamina" }
friendly_to_internal["stamina"] = { "Stamina" }
friendly_to_internal["slide distance"] = { "SlideScale" }
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" }
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" }
friendly_to_internal["healing reduction"] = { "HealAmpRegenPenaltyPercent" }


-- Returns a table of internal properties  
-- Returns a table of internal properties  
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"TechResist", "BulletResist",
"TechResist", "BulletResist",
"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "FireRateSlow",
"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "FireRateSlow",
"LocalBulletArmorReduction", "ReturnFireBulletResist",
"LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletArmorReduction", "BulletResistReduction", "BulletResistPerStack",
"TechArmorDamageReduction", "MagicResistReduction",
"BonusBulletSpeedPercent",
"BonusBulletSpeedPercent",
"StaminaCooldownReduction" },
"BulletLifestealPercent", "ActiveBonusLifesteal", "AbilityLifestealPercentHero",
["m/s"] = { "BonusMoveSpeed" }
"HealLifePercentOutOfCombat",
"ReloadSpeedMultipler",
"MeleeDistanceScale", "BonusHeavyMeleeDamage", "MeleeResistPercent",
"SlideScale",
"StaminaCooldownReduction",
"SlowPercent", "MovementSpeedSlow",
"HealAmpRegenPenaltyPercent" },
["m/s"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "BonusSprintSpeed" }
}
}


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         return get_cost(a["Name"]) * sortByWeapon[a["Slot"]] < get_cost(b["Name"]) * sortByWeapon[b["Slot"]]
         return get_cost(a["Name"]) * sortByWeapon[a["Slot"]] < get_cost(b["Name"]) * sortByWeapon[b["Slot"]]
     end
     end
end
-- Formats the value of the stat with a + or -
-- @function  signPrefix
-- @param      {string}
-- @return    {string}
local function signPrefix(value)
local signString = ""
value = value:gsub( "m", "" )
value = tonumber(value)
if (value >= 0) then
return "+<b>" .. value .. "</b>"
elseif (value < 0) then
value = math.abs(value)
return "-<b>" .. value .. "</b>"
end
end
end


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-- @return    {string}
-- @return    {string}
p.itemPropTable = function(frame)
p.itemPropTable = function(frame)
local TableValues = {}
local requirements = {}
local requirements = {}
local listofKeysTable = {}
local listofKeysTable = {}
Line 143: Line 191:
:addClass('wikitable sortable')
:addClass('wikitable sortable')
:tag('caption'):wikitext("List of items"):done()
:tag('caption'):wikitext("List of items"):done()
local soulIcon = frame:expandTemplate{ title = 'Souls' }
local createTableHeader = mw.html.create('tr')
local createTableHeader = mw.html.create('tr')
createTableHeader
createTableHeader
:tag('th'):wikitext('Name'):done()
:tag('th'):wikitext('Name'):done()
:tag('th'):wikitext('Cost'):done()
:tag('th'):wikitext(soulIcon .. 'Cost'):done()
:tag('th'):wikitext('Category'):done()
:tag('th'):wikitext('Category'):done()
:tag('th'):wikitext('Stat change'):done()
:tag('th'):wikitext('Stat change'):done()
Line 153: Line 203:
createTable:node(createTableHeader)
createTable:node(createTableHeader)
-- query the filtered items
-- query all the filtered items. itemName is the item table.
for internalName, itemName in ipairs(filteredData) do --itemName is the item table. go through whole table.
for internalName, itemName in ipairs(filteredData) do  


local display = frame:expandTemplate{
local display = frame:expandTemplate{
Line 175: Line 225:
:tag('td'):wikitext(get_type(itemName["Name"])):done()
:tag('td'):wikitext(get_type(itemName["Name"])):done()
if (tonumber(itemName[t]) < 0) then  
if (t == "LocalBulletArmorReduction") then  
tableData
tableData
:tag('td'):wikitext("<span style=\"color:red;\"><b>" .. itemName[t].. "</b>" .. appendSuffix(t) .. "</span> " .. copyVar):done()
:tag('td'):wikitext("<span style=\"color:red;\">" .. signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
else
else
tableData
tableData
:tag('td'):wikitext("+<b>" .. itemName[t].. "</b>" .. appendSuffix(t) .. " " .. copyVar):done()
:tag('td'):wikitext(signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
end
end
table.insert(requirements, tableData)
table.insert(requirements, tableData)
-- TableValues = table.insert(TableValues, itemName["Name"]) -- i may want to make a table first, so it includes weapon and cost to make it sortable.
end
end
end
end
Line 193: Line 242:
end
end
return tostring(createTable)
return tostring(createTable) --, listofItems -- this is just a string list, same thing as createTable. delete this when line when finished
--return listofItems -- this is just a string list, same thing as createTable. delete this when line when finished
--return table.concat(TableValues, ", ")


end
end


return p
return p

Latest revision as of 20:49, 12 November 2024

Documentation for this module may be created at Module:ItemTables/doc

local p = {};
local data = mw.loadJsonData("Data:ItemData.json")
local get_cost = require("Module:ItemData")._get_cost
local get_type = require("Module:ItemData")._get_type
local commas = require("Module:Addcommas")

-- Returns an array of item tables that have the same properties
-- @function   get_similar_items_array
-- @param      {array}
-- @return     {array of tables}
local function get_similar_items_array(property)
	local similarItems = {}
	local hash = {}
	local noDuplicates = {}
	for _, v in pairs(data) do
		for _, value in ipairs(property) do
			if (v[value] ~= nil and v["Disabled"] == false and v["Name"] ~= nil and v[value] ~= "0" and v[value] ~= "0m") then
				table.insert(similarItems, v)
			end
		end
	end
	
	-- remove duplicate items if that item contains multiple keys of the same stat increase (eg. Fleetfoot has both "BonusMoveSpeed", "ActiveBonusMoveSpeed" in move speed).
	-- there might be a more efficient way to prevent adding duplicate items in the first place in the above for loop
	for _, v in pairs(similarItems) do
		if (not hash[v]) then
			noDuplicates[#noDuplicates+1] = v
			hash[v] = true
		end
	end
	return noDuplicates
end

--- Copies original table with its children as deep as possible. Does not handle metatables. (Copy is needed because Lua passes by reference, not value)
-- @function   Deepcopy
-- @param      {n-D table}
-- @return     {n-D table}
function Deepcopy(orig)
    local orig_type = type(orig)
    local copy
    if orig_type == 'table' then
        copy = {}
        for orig_key, orig_value in next, orig, nil do
            copy[Deepcopy(orig_key)] = Deepcopy(orig_value)
        end
    else
        copy = orig
    end
    return copy
end

--	local link_patterns = {}
--	link_patterns["BonusClipSizePercent"] = { "[Aa]mmo" }
--	link_patterns["CloseRangeBonusWeaponPower"] = { "[Cc]lose [Ww]eapon [Dd]amage" }
--	link_patterns["BaseAttackDamagePercent"] = { "[Ww]eapon [Dd]amage" }
--	link_patterns["BulletLifestealPercent"] = { "[Bb]ullet [Ll]ifesteal" }
--	link_patterns["BonusHealthRegen"] = { "[Hh]ealth [Rr]egen" }
--	link_patterns["BonusHealth"] = { "[Hh]ealth" }
--	link_patterns["BonusFireRate"] = { "[Ff]ire [Rr]ate" }
--	
--	function FriendlyNames(desc)
--		for link, patterns in pairs(link_patterns) do
--			for i, v in ipairs(patterns) do
--	    		local a = string.find(desc, v)
--					if a then desc = link break
--	    		end
--	    	end
--		end
--		return desc
--	end

local friendly_to_internal = {}
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" }
friendly_to_internal["spirit damage"] = { "ProcBonusMagicDamage" }
friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" }
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" }
friendly_to_internal["bullet resist"] = { "BulletResist", "LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletResistPerStack" }
friendly_to_internal["bullet resist reduction"] = { "BulletArmorReduction", "BulletResistReduction" }
friendly_to_internal["spirit resist"] = { "TechResist" }
friendly_to_internal["spirit resist reduction"] = { "TechArmorDamageReduction", "MagicResistReduction" }
friendly_to_internal["bonus health"] = { "BonusHealth" }
friendly_to_internal["health regen"] = { "BonusHealthRegen" }
friendly_to_internal["max health regen"] = { "HealLifePercentOutOfCombat" }
friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate" }
friendly_to_internal["fire rate slow"] = { "FireRateSlow" }
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" }
friendly_to_internal["spirit power"] = { "TechPower", "BonusSpirit", "SpiritPower", "BonusSpiritWithMagicShield", "ImbuedTechPower", "AmbushBonusTechPower" }
friendly_to_internal["bullet lifesteal"] = { "BulletLifestealPercent", "ActiveBonusLifesteal" }
friendly_to_internal["spirit lifesteal"] = { "AbilityLifestealPercentHero" }
friendly_to_internal["move speed"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed" }
friendly_to_internal["sprint speed"] = { "BonusSprintSpeed" }
friendly_to_internal["movement slow"] = { "SlowPercent", "MovementSpeedSlow" }
friendly_to_internal["reload time"] = { "ReloadSpeedMultipler" }
friendly_to_internal["heavy melee distance"] = { "MeleeDistanceScale" }
friendly_to_internal["bonus heavy damage"] = { "BonusHeavyMeleeDamage" }
friendly_to_internal["melee resist"] = { "MeleeResistPercent" }
friendly_to_internal["stamina"] = { "Stamina" }
friendly_to_internal["slide distance"] = { "SlideScale" }
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" }
friendly_to_internal["healing reduction"] = { "HealAmpRegenPenaltyPercent" }

-- Returns a table of internal properties 
-- @function   friendlyNames
-- @param      {string}
-- @return     {table}
local function friendlyNames(desc)
	local keysTable = {}
	desc = string.lower(desc or "")
	for link, patterns in pairs(friendly_to_internal) do
		if (desc == link) then keysTable = patterns end 
	end
	return keysTable
end

local unitSuffix = {
	["%"] = { "BonusClipSizePercent", "ActiveReloadPercent", 
		"BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded",
		"TechResist", "BulletResist",
		"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "FireRateSlow",
		"LocalBulletArmorReduction", "ReturnFireBulletResist", "BulletArmorReduction", "BulletResistReduction", "BulletResistPerStack",
		"TechArmorDamageReduction", "MagicResistReduction",
		"BonusBulletSpeedPercent",
		"BulletLifestealPercent", "ActiveBonusLifesteal", "AbilityLifestealPercentHero",
		"HealLifePercentOutOfCombat",
		"ReloadSpeedMultipler",
		"MeleeDistanceScale", "BonusHeavyMeleeDamage", "MeleeResistPercent",
		"SlideScale",
		"StaminaCooldownReduction",
		"SlowPercent", "MovementSpeedSlow",
		"HealAmpRegenPenaltyPercent" },
	["m/s"] = { "BonusMoveSpeed", "ActiveBonusMoveSpeed", "BonusSprintSpeed" }
}

local function appendSuffix(internal)
	local unitName = ""
	for key, s in pairs(unitSuffix) do
		for _, pattern in pairs(s) do
			if (internal == pattern) then return key end
		end
	end
	return unitName
end

local sortByWeapon = {}
sortByWeapon["Weapon"] = 1
sortByWeapon["Armor"] = 10000
sortByWeapon["Tech"] = 100000000

-- Sort the order of items in a preset as it appears when no filtered ordering is applied. 
-- Ordered first by slot and cost increasing, then alphabetical within same slot and cost.
function defaultSort()
    return function(a, b)
    	if (get_cost(a["Name"]) == get_cost(b["Name"]) and sortByWeapon[a["Slot"]] == sortByWeapon[b["Slot"]]) then return a["Name"] < b["Name"] end
        return get_cost(a["Name"]) * sortByWeapon[a["Slot"]] < get_cost(b["Name"]) * sortByWeapon[b["Slot"]]
    end
end

-- Formats the value of the stat with a + or -
-- @function   signPrefix
-- @param      {string}
-- @return     {string}
local function signPrefix(value)
	local signString = ""
	value = value:gsub( "m", "" )
	value = tonumber(value)
	if (value >= 0) then
		return "+<b>" .. value .. "</b>"
	elseif (value < 0) then
		value = math.abs(value)
		return "-<b>" .. value .. "</b>"
	end
end

-- Outputs a wikitable of items that increase a specified stat. Invoked by {{Item stat table}}
-- @function   p.itemPropTable
-- @param      {string}
-- @return     {string}
p.itemPropTable = function(frame)
	local requirements = {}
	local listofKeysTable = {}
	local listofItems = ""
	local property = frame:getParent().args[1] or mw.title.getCurrentTitle().text
	local copyVar = property
	listofKeysTable = friendlyNames(property) 
	local filteredData = {}
	filteredData = get_similar_items_array(listofKeysTable)
	table.sort(filteredData, defaultSort())
	
	local createTable = mw.html.create('table')
			:addClass('wikitable sortable')
			:tag('caption'):wikitext("List of items"):done()
	
	local soulIcon = frame:expandTemplate{ title = 'Souls' }
		
	local createTableHeader = mw.html.create('tr')
	createTableHeader
		:tag('th'):wikitext('Name'):done()
		:tag('th'):wikitext(soulIcon .. 'Cost'):done()
		:tag('th'):wikitext('Category'):done()
		:tag('th'):wikitext('Stat change'):done()
		
	createTable:node(createTableHeader)
	
	-- query all the filtered items. itemName is the item table.
	for internalName, itemName in ipairs(filteredData) do 

		local display = frame:expandTemplate{
		title = 'ItemIcon',
		args = {
			itemName["Name"]
			}
		}
		
		for k, t in pairs(listofKeysTable) do
			-- filter out items that: don't have the property and the value isn't zero
			if(itemName[t] ~= nil and itemName[t] ~= "0" ) then
				listofItems = listofItems .. itemName["Name"] .. "<br/>"
				copyVar = copyVar:gsub("^%l", string.upper)
				
				local tableData = mw.html.create('tr')
				tableData
					:tag('td'):wikitext(display):done()
					:tag('td'):wikitext(commas._add(get_cost(itemName["Name"]))):done()
					:tag('td'):wikitext(get_type(itemName["Name"])):done()
					
					if (t == "LocalBulletArmorReduction") then 
					tableData
						:tag('td'):wikitext("<span style=\"color:red;\">" .. signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
					else
					tableData
						:tag('td'):wikitext(signPrefix(itemName[t]) .. appendSuffix(t) .. "</span> " .. copyVar):done()
					end
					
				table.insert(requirements, tableData)
			end
		end
	end	
	
	for _, row in ipairs(requirements) do
		createTableHeader:node(row)
	end
	
	return tostring(createTable) --, listofItems -- this is just a string list, same thing as createTable. delete this when line when finished

end

return p