Module:ItemTables: Difference between revisions

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Sylphoid (talk | contribs)
cleanup, remove local functions in favor for main module passing functionality
Sylphoid (talk | contribs)
add new column for quantity of stat increase
Line 2: Line 2:
local data = mw.loadJsonData("Data:ItemData.json")
local data = mw.loadJsonData("Data:ItemData.json")
local get_cost = require("Module:ItemData")._get_cost
local get_cost = require("Module:ItemData")._get_cost
local get_type = require("Module:ItemData")._get_type


-- returns the table of a specific item
-- returns the table of a specific item
Line 102: Line 103:
:tag('th'):wikitext('Cost'):done()
:tag('th'):wikitext('Cost'):done()
:tag('th'):wikitext('Category'):done()
:tag('th'):wikitext('Category'):done()
:tag('th'):wikitext('Stat change'):done()
createTable:node(createTableRow)
createTable:node(createTableRow)


 
-- query all items
for internalName, statName in pairs(data) do --statName is the key. go through whole table. in this case itemName can be upgrade_improved_stamina
for internalName, itemName in pairs(data) do --itemName is the key. go through whole table. in this case itemName can be upgrade_improved_stamina
local display = frame:expandTemplate{
local display = frame:expandTemplate{
title = 'ItemIcon',
title = 'ItemIcon',
args = {
args = {
statName["Name"]
itemName["Name"]
}
}
}
}
if(statName[property] ~= nil and statName["Name"] ~= nil) then
if(itemName[property] ~= nil and itemName["Name"] ~= nil) then
listofItems = listofItems .. statName["Name"] .. "<br/>"
listofItems = listofItems .. itemName["Name"] .. "<br/>"
local tableData = mw.html.create('tr')
local tableData = mw.html.create('tr')
tableData
tableData
:tag('td'):wikitext(display):done()
:tag('td'):wikitext(display):done()
:tag('td'):wikitext(get_cost(statName["Name"])):done()
:tag('td'):wikitext(get_cost(itemName["Name"])):done()
:tag('td'):wikitext(get_type(statName["Name"])):done()
:tag('td'):wikitext(get_type(itemName["Name"])):done()
:tag('td'):wikitext(itemName[property].. " " .. property):done()
table.insert(requirements, tableData)
table.insert(requirements, tableData)
-- TableValues = table.insert(TableValues, statName["Name"]) -- i may want to make a table first, so it includes weapon and cost to make it sortable.
-- 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

Revision as of 02:07, 29 September 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

-- returns the table of a specific item
function get_json_item(name)
	for i,v in pairs(data) do
		if (v["Name"] == name) then
			return v
		end
	end
	return nil
end

-- Adds commas delimiter to the thousands place
function Format(amount)
    local formatted = amount
    while true do
        formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
        if (k == 0) then
            break
        end
    end
    return formatted
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 function get_type(item_name)
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	
	if (item["Slot"] == "Weapon") then
		return "Weapon"
	elseif (item["Slot"] == "Armor") then
		return "Vitality"
	elseif (item["Slot"] == "Tech") then
		return "Spirit"
	else 
		return nil
	end
end

p.get_type = function(frame)
	local item_name = frame.args[1]
	return get_type(item_name)
end


local link_patterns = {}
link_patterns["BonusClipSizePercent"] = { "[Aa]mmo" }
link_patterns["BulletLifestealPercent"] = { "[Bb]ullet [Ll]ifesteal" }
link_patterns["BonusHealth"] = { "[Hh]ealth" }
link_patterns["BonusHealthRegen"] = { "[Hh]ealth [Rr]egen" }
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, b = desc:find(v)
				if a then
        			desc = link
        		break
    		end
    	end
	end
	return desc
end

p.itemPropTable = function(frame)
	local TableValues = {}
	local requirements = {}
	local listofItems = ""
	local property = frame.args[1] or mw.title.getCurrentTitle().text
	property = FriendlyNames(property)
	-- local item = get_json_item(item_name)
	-- if(item == nil) then return "Item Not Found what" end
	
	local createTable = mw.html.create('table')
			:addClass('wikitable sortable')
			:tag('caption'):wikitext("List of Items"):done()
			
	local createTableRow = mw.html.create('tr')
	createTableRow
		:tag('th'):wikitext('Name'):done()
		:tag('th'):wikitext('Cost'):done()
		:tag('th'):wikitext('Category'):done()
		:tag('th'):wikitext('Stat change'):done()
		
	createTable:node(createTableRow)

	-- query all items
	for internalName, itemName in pairs(data) do --itemName is the key. go through whole table. in this case itemName can be upgrade_improved_stamina
		
		local display = frame:expandTemplate{
		title = 'ItemIcon',
		args = {
			itemName["Name"]
			}
		}
		
			if(itemName[property] ~= nil and itemName["Name"] ~= nil) then
				listofItems = listofItems .. itemName["Name"] .. "<br/>"
					
				local tableData = mw.html.create('tr')
				tableData
					:tag('td'):wikitext(display):done()
					:tag('td'):wikitext(get_cost(itemName["Name"])):done()
					:tag('td'):wikitext(get_type(itemName["Name"])):done()
					:tag('td'):wikitext(itemName[property].. " " .. property):done()
					
				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	
	
	for _, row in ipairs(requirements) do
		createTableRow:node(row)
	end
	--createTable:node(createTableRow)
	return tostring(createTable)
	--return listofItems -- this is just a string list, same thing as createTable. delete this when line when finished
	--return table.concat(TableValues, ", ")

end

return p