Module:Abilities/card: Difference between revisions

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Moved all card-related functions from original Module:AbilityData
 
Saag (talk | contribs)
m use utils for getting ability card data
 
Line 26: Line 26:
slow = {img='MoveSlow.png', link=''}
slow = {img='MoveSlow.png', link=''}
}
}
-- returns the table of a specific item
function get_ability(hero_key, ability_num)
local ui_data = data[hero_key]
if(ui_data == nil) then return "Hero Not Found" end
return ui_data[tonumber(ability_num)]
end


function get_hero_key(hero_name)
function get_hero_key(hero_name)
Line 71: Line 64:
end
end
local ability = get_ability(hero_key, ability_num)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then  
if(ability == nil) then  
return 'Ability data not found for hero ' ..hero_key.. ' and num ' .. ability_num
return 'Ability data not found for hero ' ..hero_key.. ' and num ' .. ability_num
Line 109: Line 102:
local ability_num = frame.args[2]
local ability_num = frame.args[2]


local ability = get_ability(hero_key, ability_num)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then return "Ability Not Found" end
if(ability == nil) then return "Ability Not Found" end
Line 138: Line 131:
local info_section_num = frame.args[3]
local info_section_num = frame.args[3]
local ability = get_ability(hero_key, ability_num)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then return "Ability Not Found" end
if(ability == nil) then return "Ability Not Found" end
local info_section = ability['Info'..info_section_num]
local info_section = ability['Info'..info_section_num]
Line 158: Line 151:
local info_section_num = frame.args[3]
local info_section_num = frame.args[3]
local ability = get_ability(hero_key, ability_num)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then return "Ability Not Found" end
if(ability == nil) then return "Ability Not Found" end
Line 206: Line 199:
local info_section_num = frame.args[3]
local info_section_num = frame.args[3]
local ability = get_ability(hero_key, ability_num)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then return "Ability Not Found" end
if(ability == nil) then return "Ability Not Found" end
Line 251: Line 244:
local hero_key = frame.args[1]
local hero_key = frame.args[1]
local ability_num = frame.args[2]
local ability_num = frame.args[2]
local ability = get_ability(hero_key, ability_num)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then return "Ability Not Found" end
if(ability == nil) then return "Ability Not Found" end

Latest revision as of 17:39, 26 October 2024

Overview[edit source]

Generates hero ability cards

Usage[edit source]

Template:Ability card v2

Submodules[edit source]

Abilities - Simple functions. Eg. getting ability name

Abilities/utils - Common internal functions that are shared amongst any Abilities/ modules

Abilities/card - Generates hero ability cards

Abilities/icon - Searches for an icon based on the (English) name of the ability

Abilities/details table (WIP) - Generates details table to show raw ability data


local lang = require "Module:Lang"
local commonutils = require "Module:Utilities"
local utils = require "Module:Abilities/utils"

local p = {}
local data = mw.loadJsonData("Data:AbilityCards.json")

-- Maps attr type to an appropriate image and page link
-- Optional icon size, will be defaulted on the template
local ATTR_TYPE_ICON_MAP = {
	bullet_armor_up = {img='Bullet_Armor.png', link='Damage_Resistance'},
	bullet_armor_down = {img='Bullet_armor_down.png', link='Damage_Resistance', size='23px'},
	cast = {img='AttributeIconMaxChargesIncrease.png', link=''},
	charges = {img='AttributeIconMaxChargesIncrease.png', link=''},
	damage = {img='Damage_heart.png', link='', color = 'NoColor'}, -- 'NoColor' will apply no icon color and use the original image
	bullet_damage = {img='Damage.png', link='Bullet_Damage', color = 'Brown'},
	fire_rate = {img='Fire Rate.png', link='Fire_Rate'},
	healing = {img='Health regen.png', link='Health_Regen'},
	health = {img='Extra Health.png', link='Health'},
	move_speed = {img='Move speed.png', link='Move Speed'},
	range = {img='CastRange.png', link='Ability_Range'},
	tech_armor_up = {img='Spirit_Armor.png', link='Damage_Resistance'},
	tech_damage = {img='AttributeIconTechShieldHealth.png', link='Spirit_Damage', color = 'Purple',size = '12px'},
	distance = {img='AttributeIconTechRange.png', link='Ability_Range'},
	duration = {img='AttributeIconTechDuration.png', link='Ability Duration'},
	slow = {img='MoveSlow.png', link=''}
}

function get_hero_key(hero_name)
	for i, hero in pairs(data) do
		if hero["Name"] == hero_name then
			return i
		end
	end
	return nil
end

--{{#invoke:AbilityData|get_ability_card|HERO_NAME|ABILITY_NUM|ADD_LINK|NOTES}}--
--Simply calls get_ability_card_from_key with the same parameters, but with key
--get_ability_card and invoke_get_ability_card_key will eventually be removed, and
--get_ability_card_from_key will be renamed to get_ability_card
--both routes exist temporarily as current hero pages use get_ability_card via hero name
--and im currently testing via hero_key on [[User:Sur/Abrams]]
--on the final version with fully automated pages, hero_key will be used.
--for now, hero_name can suffice
p.get_ability_card = function(frame)
	local hero_name = frame.args[1]
	local ability_num = frame.args[2]
	local add_link = frame.args[3]
	local notes = frame.args[4]
	
	local hero_key = get_hero_key(hero_name)
	
	return p.get_ability_card_from_key(hero_key, ability_num, add_link, notes)
end

function p.get_ability_card_from_key(hero_key, ability_num, add_link, notes)
	if type(hero_key) == 'table' and hero_key.args then
		local frame = hero_key
		hero_key = frame.args[1]
		ability_num = frame.args[2]
		add_link = frame.args[3]
		notes = frame.args[4]
	end
	
	local ability = utils.get_ability_card_data(hero_key, ability_num)
	if(ability == nil) then 
		return 'Ability data not found for hero ' ..hero_key.. ' and num ' .. ability_num
	end
	
	local ability_name_localized = lang.get_string(ability.Key)
	local name_link = nil
	if add_link == 'true' then
		name_link = ability_name_localized
	end
	
	return mw.getCurrentFrame():expandTemplate{
		title = "Ability card v2/Card",
		args = {
			hero_key = hero_key,
			ability_num = ability_num,
			name = ability_name_localized,
			name_link = name_link,
			icon = lang.get_string(ability.Key, 'en') .. '.png',
			description = mw.getCurrentFrame():preprocess(lang.get_string(ability.DescKey)),
			radius = ability.Radius and ability.Radius.Value,
			range = ability.AbilityCastRange and ability.AbilityCastRange.Value,
			duration = ability.AbilityDuration and ability.AbilityDuration.Value,
			-- ability_width = format_value_with_prepost(width_key, ability[width_key]),
			cooldown =ability.AbilityCooldown and ability.AbilityCooldown.Value,
			charge_cooldown = ability.AbilityCooldownBetweenCharge and ability.AbilityCooldownBetweenCharge.Value,
			num_of_charges = ability.AbilityCharges and ability.AbilityCharges.Value,
			notes = notes
		}
	}	
end

-- Get all info sections for specified ability
--{{#invoke:AbilityData|get_ability_card|HERO_KEY|ABILITY_NUM}}--
p.get_all_info_sections = function(frame)
	local hero_key = frame.args[1]
	local ability_num = frame.args[2]

	local ability = utils.get_ability_card_data(hero_key, ability_num)
	if(ability == nil) then return "Ability Not Found" end
	
	local output_template = ''
	for info_section_num=1, 10 do
		local info_section = ability['Info'..info_section_num]
		-- some abilities have no info sections
		if info_section == nil then break end
		local info_template = frame:expandTemplate{
				title = "Ability_card_v2/Card/Info section",
				args = {
					hero_key = hero_key,
					ability_num = ability_num,
					info_section_num = info_section_num,
				}
			}
		output_template = output_template .. info_template
	end
	
	return output_template
end

-- Get the description for an ability's info section
--{{#invoke:AbilityData|get_info_desc|HERO_KEY|ABILITY_NUM|INFO_SECTION_INDEX}}--
p.get_info_desc = function(frame)
	local hero_key = frame.args[1]
	local ability_num = frame.args[2]
	local info_section_num = frame.args[3]
	
	local ability = utils.get_ability_card_data(hero_key, ability_num)
	if(ability == nil) then return "Ability Not Found" end
	local info_section = ability['Info'..info_section_num]
	
	-- some abilities have no info sections
	if info_section == nil then return '' end
	
	if info_section.DescKey == nil then
		return ''	
	end
	
	return frame:preprocess(lang.get_string(info_section.DescKey))
end
	
--{{#invoke:AbilityData|get_info_main|HERO_KEY|ABILITY_NUM|INFO_SECTION_INDEX}}--
p.get_info_main = function(frame)
	local hero_key = frame.args[1]
	local ability_num = frame.args[2]
	local info_section_num = frame.args[3]
		
	local ability = utils.get_ability_card_data(hero_key, ability_num)
	if(ability == nil) then return "Ability Not Found" end
	
	local info_section = ability['Info'..info_section_num]
	
	-- some abilities have no info sections
	if info_section == nil then return '' end
	
	local main = info_section.Main
	if main == nil then
		return ''
	end
	
	local props = info_section.Main.Props
	-- Concatenate multiple section boxes into a single output template 
	local info_box_template = ''
	for k, prop in pairs(props) do
		-- Exclude 0 values
		if prop.Value and prop.Value ~= 0 then
			local icon = get_icon(prop.Type)
			
			section_box = frame:expandTemplate{
				title = "Ability_card_v2/Card/MainBox",
				args = {
					title = prop.Title,
					key = prop.Key,
					value = prop.Value,
					icon = icon.img,
					icon_link = icon.link,
					icon_color = icon.color,
					icon_size = icon.size,
					scale_value = prop.Scale and commonutils.round_to_sig_fig(prop.Scale.Value, 3),
					scale_type =  prop.Scale and prop.Scale.Type
				}
			}
			info_box_template = info_box_template .. section_box .. '\n'
		end
	end
	
	return info_box_template
end

--{{#invoke:AbilityData|get_info_alt|HERO_KEY|ABILITY_NUM|INFO_SECTION_INDEX}}--
p.get_info_alt = function(frame)
	local hero_key = frame.args[1]
	local ability_num = frame.args[2]
	local info_section_num = frame.args[3]
		
	local ability = utils.get_ability_card_data(hero_key, ability_num)
	if(ability == nil) then return "Ability Not Found" end
	
	local info_section = ability['Info'..info_section_num]
	
	-- some abilities have no info sections
	if info_section == nil then return '' end
	
	local props = info_section.Alt
	if props == nil then
		return ''
	end
	
	-- Concatenate multiple section boxes into a single output template 
	local info_box_template = ''
	for k, prop in pairs(props) do
		-- Some props don't have values, as those come from upgrades
		-- For now, we will ignore these and only show data for the base ability
		if prop.Value and prop.Value ~= 0 then
			local icon = get_icon(prop.Type)
			section_box = frame:expandTemplate{
				title = "Ability_card_v2/Card/AltBox",
				args = {
				  key = prop.Key,
				  value = prop.Value,
				  icon = icon.img,
				  icon_link = icon.link,
				  icon_color = icon.color,
  				  icon_size = icon.size,
				  scale_value = prop.Scale and commonutils.round_to_sig_fig(prop.Scale.Value, 3),
				  scale_type =  prop.Scale and prop.Scale.Type
				}
			}
			info_box_template = info_box_template .. section_box .. '\n'
		end
	end
	
	return info_box_template
end

local UPGRADE_COST_MAP = {1, 2, 5}
--{{#invoke:AbilityData|get_upgrades|HERO_KEY|ABILITY_NUM}}--
p.get_upgrades = function(frame)
	local hero_key = frame.args[1]
	local ability_num = frame.args[2]
	local ability = utils.get_ability_card_data(hero_key, ability_num)
	if(ability == nil) then return "Ability Not Found" end
	
	local props = ability.Upgrades
	
	-- Concatenate multiple section boxes into a single output template 
	local upgrades_template = ''
	for k, prop in pairs(props) do
		local description = lang.get_string(prop.DescKey)
		
		-- Generate a description if there is no localized string
		if (description == nil or description == '') then
			description = create_description(prop, frame)	
		end
		
		-- Vary the font size based on the number of characters to prevent overflow
		local fontsize = '1rem'
		if #description > 60 and #description < 71 then
			fontsize = '0.95rem'
		elseif #description > 70 and #description < 91 then
			fontsize = '0.875rem'
		elseif #description > 90 then
			fontsize = '0.8rem'
		end
		
		box = frame:expandTemplate{
			title = "Ability_card_v2/Card/UpgradeBox",
			args = {
			  cost = UPGRADE_COST_MAP[k],	
			  description = frame:preprocess(description),
			  scale_value = prop.Scale and commonutils.round_to_sig_fig(prop.Scale.Value, 3),
			  scale_type =  prop.Scale and prop.Scale.Type,
			  fontsize = fontsize
			}
		}
		upgrades_template = upgrades_template .. box .. '\n'
	end
	
	return upgrades_template
end

function create_description(prop, frame)
	local description = ''
	for k, v in pairs(prop) do
		local formatted_value = utils.format_value_with_prepost(k, v, frame)
		local attr_name = lang.get_string(k..'_label')
		description = description .. string.format('%s %s', formatted_value, attr_name)
	end
	
	return description
end

function get_icon(attr_type)
	local mappedAttr = ATTR_TYPE_ICON_MAP[attr_type]
	local img = 'GenericProperty.png'
	local link = ''
	local size = nil
	local color = 'Grey'
	if mappedAttr then
		img = mappedAttr.img
		link = mappedAttr.link
		size = mappedAttr.size
		color = mappedAttr.color or color
	end	
	
	return {img=img, link=link, color=color, size=size}
end

function find_width_key(ability)
	for key, value in pairs(ability) do
		if type(key) == "string" and key:sub(-5) == "Width" then
			return key
		end
	end
	return nil
end

return p