Module:ItemData

Revision as of 02:02, 29 September 2024 by Sylphoid (talk | contribs) (split up get type function)

Loads data from Data:ItemData.json

Usage

{{#invoke:ItemData|FUNCTION_NAME|PARAMETER1|PARAMETER2}}

Functions

  • get_cost|ITEM_NAME
    • Returns the total cost including components.
  • get_type|ITEM_NAME
    • The ItemData.json has different names for each category: Weapon = Weapon, Vitality = Armor, Spirit = Tech. This function will return Weapon, Vitality, or Spirit
  • is_active|ITEM_NAME
    • returns true/false
  • get_prop|ITEM_NAME|PROPERTY

Example

To get the total cost of Boundless Spirit you'd type:

{{#invoke:ItemData|get_cost|Boundless Spirit}}

and it would return:

9800

local p = {};
local data = mw.loadJsonData("Data:ItemData.json")

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

-- Adds commas delimiter to the thousands place
local lang = mw.language.getContentLanguage()
local function Format(amount)
    local formatted = amount
    return lang:formatNum(tonumber(formatted))
end

--- Get cost of an item 
-- @function   get_cost
-- @param      {string}
-- @return     {number}
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

--- Get type/slot/category of an item 
-- @function   get_type
-- @param      {string}
-- @return     {number}
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

---------------------------------------- Invocable functions

--- {{#invoke:ItemData|get_cost|ITEM_NAME}} access point
p.get_cost = function(frame)
	local item_name = frame.args[1]
	return get_cost(item_name)
end

-- Module access point
function p._get_cost(a)
	a = tostring(a) or '0'
	return get_cost(a)
end

-- {{#invoke:ItemData|get_type|ITEM_NAME}} access point
p.get_type = function(frame)
	local item_name = frame.args[1]
	return get_type(item_name)
end

function p._get_type(a)
	a = tostring(a) or ""
	return get_type(a)
end

--{{#invoke:ItemData|is_active|ITEM_NAME}}--
p.is_active = function(frame)
	local item_name = frame.args[1]
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	
	if (item["Activation"] == "Passive") then
		return	false
	else 
		return true
	end
end

--{{#invoke:ItemData|get_prop|ITEM_NAME|PROPERTY}}--
--check Data:ItemData.json for properties
p.get_prop = function(frame)
	local tableValues = {}
	local item_name = frame.args[1]
	local property = frame.args[2]
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	if(type(item[property]) == "table") then
		for i,v in pairs(item[property]) do
			local tableValues = table.insert(tableValues, v)
		end
		return table.concat(tableValues, ", ")
	end
	return item[property]
end


p.get_component_name = function(frame)
	local item_name = frame.args[1]
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	
	local components = item['Components']
	--return empty string if no component found
	if(components == nil) then return nil end
	
	local component_key = components[1]
	local component = data[component_key]
	if (component == nil) then return nil end
	
	return component['Name']
end

return p