Module:AbilityData: Difference between revisions
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skip any alt values with 0 |
added cast icon |
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Line 10: | Line 10: | ||
bullet_armor_up = {img='Bullet_Armor.png', link='Damage_Resistance'}, | bullet_armor_up = {img='Bullet_Armor.png', link='Damage_Resistance'}, | ||
bullet_armor_down = {img='Bullet_armor_down.png', link='Damage_Resistance', size='23px'}, | bullet_armor_down = {img='Bullet_armor_down.png', link='Damage_Resistance', size='23px'}, | ||
cast = {img='AttributeIconMaxChargesIncrease.png', link=''}, | |||
charges = {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 | damage = {img='Damage_heart.png', link='', color = 'NoColor'}, -- 'NoColor' will apply no icon color and use the original image |
Revision as of 21:41, 28 September 2024
Deprecated
This module is being replaced by multiple modules in Module:Abilities. Any new functions should be created there
local lang = require "Module:Lang"
local utils = require "Module:Utilities"
local p = {}
local data = mw.loadJsonData("Data:AbilityCards.json")
-- Maps attr type to an appropriate image and page link
-- Optional icon size, otherwise 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=''}
}
-- returns the table of a specific item
function get_ability(hero_name, ability_num)
local hero_key = get_hero_key(hero_name)
if(hero_key == nil) then return "Hero Not Found" end
return data[hero_key][tonumber(ability_num)]
end
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}}--
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 ability = get_ability(hero_name, ability_num)
if(ability == nil) then
return 'Ability data not found for hero ' ..hero_name.. ' and num ' .. ability_num
end
local name_link = nil
if add_link == 'true' then
name_link = string.format("%s#(%s)_%s", hero_name, ability_num, ability.Name)
end
return frame:expandTemplate{
title = "Ability card v2",
args = {
hero_name = hero_name,
ability_num = ability_num,
name = lang._get_string(ability.Key),
name_link = name_link,
icon = lang._get_string(ability.Key, 'en') .. '.png',
description = frame: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_NAME|ABILITY_NUM}}--
p.get_all_info_sections = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local ability = get_ability(hero_name, 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/Info section",
args = {
hero_name = hero_name,
ability_num = ability_num,
info_section_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_NAME|ABILITY_NUM|INFO_SECTION_INDEX}}--
p.get_info_desc = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local info_section_num = frame.args[3]
local ability = get_ability(hero_name, 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_NAME|ABILITY_NUM|INFO_SECTION_INDEX}}--
p.get_info_main = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local info_section_num = frame.args[3]
local ability = get_ability(hero_name, 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/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 utils.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_NAME|ABILITY_NUM|INFO_SECTION_INDEX}}--
p.get_info_alt = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local info_section_num = frame.args[3]
local ability = get_ability(hero_name, 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/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 utils.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_NAME|ABILITY_NUM}}--
p.get_upgrades = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local ability = get_ability(hero_name, 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 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/UpgradeBox",
args = {
cost = UPGRADE_COST_MAP[k],
description = frame:preprocess(description),
scale_value = prop.Scale and utils.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 = 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
--{{#invoke:AbilityData|get_ability_name|HERO_NAME|ABILITY_NUM}}--
p.get_ability_name = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local ability = get_ability(hero_name, ability_num)
if(ability == nil) then return "Ability Not Found" end
return ability.Name
end
-- Add prefix and postfix labels to a value. Eg. "32" -> "32s"
function format_value_with_prepost(key, value, frame)
if (value == nil) then return nil end
local prefix = lang._get_string(string.format("%s_prefix",key))
local postfix = lang._get_string(string.format("%s_postfix",key))
-- Default pre/post fix to empty string, as they may not exist
if (prefix == nil) then prefix = '' end
if (postfix == nil) then postfix = '' end
-- If string ends with 'm', then set the postfix to 'm' and remove it
if utils.string_endswith(tostring(value), 'm') then
value = tonumber(value:sub(1, -2))
postfix = 'm'
end
if (prefix == '{s:sign}') then
if value < 0 then
prefix = '-'
else
prefix = '+'
end
-- if no prefix on positive value, add a '+'
else
if value > 0 then
prefix = '+'
end
end
value_and_uom = frame:expandTemplate{
title = 'Template:ValueAndUom',
args = {
prefix..value,
postfix,
uom_style = 'font-size: 12px;'
}
}
return value_and_uom
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
function string_in_list(str, list)
for _, value in ipairs(list) do
if value == str then
return true
end
end
return false
end
return p