Module:AbilityData: Difference between revisions
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local data = mw.loadJsonData("Data:AbilityCards.json") | local data = mw.loadJsonData("Data:AbilityCards.json") | ||
-- Maps attr type to an appropriate image and page link | |||
local ATTR_TYPE_ICON_MAP = { | local ATTR_TYPE_ICON_MAP = { | ||
bullet_armor_up = 'Bullet_Armor.png', | bullet_armor_up = {img='Bullet_Armor.png', link='Damage_Resistance'}, | ||
charges = 'AttributeIconMaxChargesIncrease.png', | charges = {img='AttributeIconMaxChargesIncrease.png', link=''}, | ||
fire_rate = 'Fire Rate.png', | fire_rate = {img='Fire Rate.png', link='Fire_Rate'}, | ||
healing = 'Health regen.png', | healing = {img='Health regen.png', link='Health_Regen'}, | ||
health = 'Extra Health.png', | health = {img='Extra Health.png', link='Health'}, | ||
range = 'CastRange.png', | range = {img='CastRange.png', link='Ability_Range'}, | ||
tech_armor_up = 'Spirit_Armor.png', | tech_armor_up = {img='Spirit_Armor.png', link='Damage_Resistance'}, | ||
tech_damage = 'AttributeIconTechShieldHealth.png', | tech_damage = {img='AttributeIconTechShieldHealth.png', link='Spirit_Damage'}, | ||
distance = 'AttributeIconTechRange.png', | distance = {img='AttributeIconTechRange.png', link='Ability_Range'}, | ||
duration = 'AttributeIconTechDuration.png', | duration = {img='AttributeIconTechDuration.png', link='Ability Duration'}, | ||
slow = 'MoveSlow.png' | slow = {img='MoveSlow.png', link=''} | ||
} | } | ||
-- returns the table of a specific item | -- returns the table of a specific item | ||
function get_ability(hero_name, ability_num) | function get_ability(hero_name, ability_num) |
Revision as of 22:41, 24 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
local ATTR_TYPE_ICON_MAP = {
bullet_armor_up = {img='Bullet_Armor.png', link='Damage_Resistance'},
charges = {img='AttributeIconMaxChargesIncrease.png', link=''},
fire_rate = {img='Fire Rate.png', link='Fire_Rate'},
healing = {img='Health regen.png', link='Health_Regen'},
health = {img='Extra Health.png', link='Health'},
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'},
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,
description = 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
--{{#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 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 ~= 0 then
section_box = frame:expandTemplate{
title = "Ability_card_v2/MainBox",
args = {
key = prop.Key,
value = prop.Value,
icon = ATTR_TYPE_ICON_MAP[prop.Type] or 'GenericProperty.png',
icon_color = prop.Type == 'tech_damage' and 'Purple' or 'Grey',
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
-- 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 then
section_box = frame:expandTemplate{
title = "Ability_card_v2/AltBox",
args = {
key = prop.Key,
value = prop.Value,
icon = ATTR_TYPE_ICON_MAP[prop.Type] or 'GenericProperty.png',
icon_color = prop.Type == 'tech_damage' and 'Purple' or 'Grey',
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
local fontsize = '1rem'
if #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 = 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
--{{#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; color: #9C9C9C'
}
}
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