Module:ItemsByStat: Difference between revisions

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local Lang = require("Module:Lang")
local Lang = require("Module:Lang")


-- Someday there will be a field in the ItemData JSON that indicates if an item is in the game or not, until then...
-- Grab items from item data (has "upgrade" in item key and is not marked as disabled)
ingame = {"Basic Magazine","Close Quarters","Headshot Booster","High-Velocity Mag","Hollow Point Ward","Monster Rounds","Rapid Rounds","Restorative Shot","Reload","Berserker","Kinetic Dash","Long Range","Melee Charge","Mystic Shot","Slowing Bullets","Soul Shredder Bullets","Swift Striker","Fleetfoot","Burst Fire","Escalating Resilience","Headhunter","Hunter's Aura","Intensifying Magazine","Point Blank","Pristine Emblem","Sharpshooter","Tesla Bullets","Titanic Magazine","Toxic Bullets","Alchemical Fire","Heroic Aura","Warp Stone","Crippling Headshot","Frenzy","Glass Cannon","Lucky Shot","Ricochet","Siphon Bullets","Spiritual Overflow","Shadow Weave","Silencer","Vampiric Burst","Enduring Spirit","Extra Health","Extra Regen","Extra Stamina","Melee Lifesteal","Sprint Boots","Healing Rite","Bullet Armor","Bullet Lifesteal","Combat Barrier","Debuff Reducer","Enchanter's Barrier","Enduring Speed","Healbane","Healing Booster","Re Barrier","Spirit Armor","Spirit Lifesteal","Divine Barrier","Health Nova","Restorative Locket","Return Fire","Fortitude","Improved Bullet Armor","Improved Spirit Armor","Lifestrike","Superior Stamina","Veil Walker","Debuff Remover","Majestic Leap","Metal Skin","Rescue Beam","Inhibitor","Leech","Soul Rebirth","Colossus","Phantom Strike","Unstoppable","Ammo Scavenger","Extra Charge","Extra Spirit","Mystic Burst","Mystic Reach","Spirit Strike","Infuser","Bullet Resist Shredder","Duration Extender","Improved Cooldown","Mystic Vulnerability","Quicksilver Reload","Suppressor","Cold Front","Decay","Slowing Hex","Withering Whip","Improved Burst","Improved Reach","Improved Spirit","Mystic Slow","Rapid Recharge","Superior Cooldown","Superior Duration","Surge of Power","Torment Pulse","Ethereal Shift","Knockdown","Silence Glyph","Boundless Spirit","Diviner's Kevlar","Escalating Exposure","Mystic Reverb","Curse","Echo Shard","Magic Carpet","Refresher"}
InGameItemData = {}
InGameItemData = {}
for i, InGameItemName in pairs(ingame) do
 
for j, ItemData in pairs(AllItemData) do
for ItemKey, ItemData in pairs(AllItemData) do
if ItemData["Name"]==InGameItemName then  
if string.find(ItemKey, "upgrade") ~= nil and ItemData["Disabled"] == false then
table.insert(InGameItemData, ItemData)
table.insert(InGameItemData, ItemData)
break
end
end
end
end
end
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local outData = {}
local outData = {}
local i = 1
local i = 1
for m,itemData in pairs(InGameItemData) do
for itemKey,itemData in pairs(InGameItemData) do
if itemData[stat] ~= nil and itemData[stat] ~= "0" then -- If Item has non-zero stat in its keys,
if itemData[stat] ~= nil and itemData[stat] ~= "0" then -- If Item has non-zero stat in its keys,
outData[i] = {} -- start a new record of data and
outData[i] = {} -- start a new record of data and
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outData[i][x] = itemData[inKeys[x]] -- grab stat and other values
outData[i][x] = itemData[inKeys[x]] -- grab stat and other values
end
end
outData[i]['itemKey'] = itemKey -- Throw item key in there for good measure
outData[i]['multCost'] = itemData['Cost'] * multBySlot[itemData['Slot']]
i = i+1
i = i+1
end
end
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-- Sort by cost within slot
-- Sort by cost within slot
table.sort(outData, function(a,b) return a[3]*multBySlot[a[4]]<b[3]*multBySlot[b[4]] end)
table.sort(outData, function(a,b) return a['multCost']<b['multCost'] end)
return outData -- outData is a table of tables, one for each Item that has the specified stat, where each inner table has the data specified with inKeys, in order
return outData -- outData is a table of tables, one for each Item that has the specified stat, where each inner table has the data specified with inKeys, in order
end
end
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outString = outString..
outString = outString..
'|-style="background:'..colorBySlot[tableData[i][4]]..'"\n|'..
'|-style="background:'..colorBySlot[tableData[i][4]]..'"\n|'..
frame:expandTemplate{title="Item", args={tableData[i][1],Lang._search_string(tableData[i][1])}}.."||"..
frame:expandTemplate{title="Item", args={tableData[i][1]}}.."||"..
-- frame:expandTemplate{title="Item", args={tableData[i][1],Lang.get_string(tableData[i]['itemKey'])}}.."||"..
frame:expandTemplate{title="Souls", args={tableData[i][3]}}.."||"..
frame:expandTemplate{title="Souls", args={tableData[i][3]}}.."||"..
'style="text-align:center;"|+'..tableData[i][5]..suffix.."\n"
'style="text-align:center;"|+'..tableData[i][5]..suffix.."\n"

Latest revision as of 05:52, 11 October 2024

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

local p = {}
local AllItemData = mw.loadJsonData("Data:ItemData.json")
local Lang = require("Module:Lang")

-- Grab items from item data (has "upgrade" in item key and is not marked as disabled)
InGameItemData = {}

for ItemKey, ItemData in pairs(AllItemData) do
	if string.find(ItemKey, "upgrade") ~= nil and ItemData["Disabled"] == false then
		table.insert(InGameItemData, ItemData)
	end
end

-- I truly have no better idea of how to sort by cost within slot, so I'm gonna multiply the costs of slots I want lower in the table
local multBySlot = {}
multBySlot["Weapon"] = 1
multBySlot["Armor"] = 10000
multBySlot["Tech"] = 100000000

-- For coloring the table by slot
local colorBySlot = {}
colorBySlot["Weapon"] = "#FCAC4D"
colorBySlot["Armor"] = "#86C921"
colorBySlot["Tech"] = "#DE9CFF"

local selectByStat = function(stat)
	-- List properties to grab, extend as necessary
	-- Probably not wise to move or remove elements because there's some hard-coded indexing later
	local inKeys = {"Name","Tier","Cost","Slot",stat,"Components"}
	
	local outData = {}
	local i = 1
	for itemKey,itemData in pairs(InGameItemData) do
		if itemData[stat] ~= nil and itemData[stat] ~= "0" then -- If Item has non-zero stat in its keys,
			outData[i] = {}							-- start a new record of data and
			for x = 1,#inKeys do
				outData[i][x] = itemData[inKeys[x]] -- grab stat and other values
			end
			outData[i]['itemKey'] = itemKey -- Throw item key in there for good measure
			outData[i]['multCost'] = itemData['Cost'] * multBySlot[itemData['Slot']]
			i = i+1
		end
	end
	
	-- Sort by cost within slot
	table.sort(outData, function(a,b) return a['multCost']<b['multCost'] end)
	return outData -- outData is a table of tables, one for each Item that has the specified stat, where each inner table has the data specified with inKeys, in order
end

--{{#invoke:ItemsByStat|tablefy|stat|statName|suffix}}
--stat: Name of statistic to look for in ItemData.json. Must match the actual key, e.g. TechPower for Spirit Power
--statName: Column header in final table. TechPower isn't the name for the stat in-game, so change it here
--suffix: String to append to numeric value to indicate units. As of now only % and m/s are used in-game and in fact this is left blank for most stats
p.tablefy = function(frame)
	local stat = frame.args[1]
	local statName = frame.args[2]
	local suffix = frame.args[3]
	
	local tableData = selectByStat(stat)
	local outString = '{| class="wikitable sortable"\n|-\n!Item!!Cost!!'..statName..'\n'
	for i=1,#tableData do -- Very ugly wikitable code
		outString = outString..
			'|-style="background:'..colorBySlot[tableData[i][4]]..'"\n|'..
			frame:expandTemplate{title="Item", args={tableData[i][1]}}.."||"..
		--	frame:expandTemplate{title="Item", args={tableData[i][1],Lang.get_string(tableData[i]['itemKey'])}}.."||"..
			frame:expandTemplate{title="Souls", args={tableData[i][3]}}.."||"..
			'style="text-align:center;"|+'..tableData[i][5]..suffix.."\n"
	end
	return outString.."|}"
end

return p