Module:ItemTables
Documentation for this module may be created at Module:ItemTables/doc
local p = {};
local data = mw.loadJsonData("Data:ItemData.json")
-- 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
--{{#invoke:Sandbox/Sylphoid|get_prop|ITEM_NAME|PROPERTY}}--
--check Data:ItemData.json for properties
p.get_prop = function(frame)
local item_name = frame.args[1]
local property = frame.args[2]
local item = get_json_item(item_name)
if(item == nil) then return "Item Not Found" end
return Deepcopy(item[property])
end
local function get_cost(item_name)
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
local cost = 0
local cur_item = item
repeat
cost = cost + cur_item["Cost"]
if(cur_item["Components"] == nil) then
break
end
cur_item = data[cur_item["Components"][1]]
until cur_item == nil
return Format(cost)
end
--{{#invoke:ItemData|get_cost|ITEM_NAME}}--
function p.get_cost(frame)
local item_name = frame.args[1]
return get_cost(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')
local createTableRow = mw.html.create('tr')
createTableRow
:tag('th'):wikitext('Name'):done()
:tag('th'):wikitext('Cost'):done()
createTable:node(createTableRow)
for internalName, statName in pairs(data) do --statName is the key. go through whole table. in this case itemName can be upgrade_improved_stamina
local display = frame:expandTemplate{
title = 'ItemIcon',
args = {
statName["Name"]
}
}
if(statName[property] ~= nil and statName["Name"] ~= nil) then
listofItems = listofItems .. statName["Name"] .. "<br/>"
local tableData = mw.html.create('tr')
tableData
:tag('td'):wikitext(display):done()
:tag('td'):wikitext(get_cost(statName["Name"])):done()
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.
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