Module:AbilityData

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Revision as of 09:42, 25 September 2024 by Saag (talk | contribs)
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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,
			icon = lang._get_string(ablity.Key, 'en') .. '.png',
			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
			local iconProps = get_icon(prop.Type)
			
			section_box = frame:expandTemplate{
				title = "Ability_card_v2/MainBox",
				args = {
				  key = prop.Key,
				  value = prop.Value,
				  icon = iconProps.img,
				  icon_link = iconProps.link,
				  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
			local iconProps = get_icon(prop.Type)
			
			section_box = frame:expandTemplate{
				title = "Ability_card_v2/AltBox",
				args = {
				  key = prop.Key,
				  value = prop.Value,
				  icon = iconProps.img,
				  icon_link = iconProps.link,
				  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

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