Module:Abilities/details table
Overview
Abilities module handles any simple functions that don't require a submodule
Usage
Template:Ability card v2/Details
Submodules
Abilities - Simple functions. Eg. getting ability name
Abilities/utils - Common internal functions that are shared amongst any Abilities/ modules
Abilities/card - Generates hero ability cards
Abilities/icon - Searches for an icon based on the (English) name of the ability
Abilities/details table (WIP) - Generates details table to show raw ability data
p = {}
local utils = require "Module:Abilities/utils"
local header_attrs = {'Radius', 'AbilityCastRange', 'AbilityDuration', 'AbilityCooldown', 'AbilityCooldownBetweenCharge', 'AbilityCharges'}
p.get_details_table = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local ability = utils.get_ability_card_data(hero_name, ability_num)
if(ability == nil) then error(string.format('Ability %s#%s not found', hero_name, ability_num)) end
local rows = ''
for info_section_num=1, 10 do
local info_section = ability['Info'..info_section_num]
if info_section == nil then break end
local main = info_section.Main
if main ~= nil then
-- display props from info sections first
for i, prop in pairs(main.Props) do
local scale_value = prop.Scale and prop.Scale.Value or nil
local scale_type = prop.Scale and prop.Scale.Type or nil
rows = rows .. create_row(prop.Key, prop.Value, scale_type, scale_value)
end
end
local alt = info_section.Alt
if alt ~= nil then
for i, prop in pairs(alt) do
local scale_type = prop.Scale and prop.Scale.Type or nil
local scale_value = prop.Scale and prop.Scale.Value or nil
rows = rows .. create_row(prop.Key, prop.Value, scale_type, scale_value)
end
end
end
-- then any header data, cooldowns, charges, range etc.
for i, attr in pairs(header_attrs) do
local prop = ability[attr]
if prop then
local scale_type = prop.Scale and prop.Scale.Type or nil
local scale_value = prop.Scale and prop.Scale.Value or nil
rows = rows .. create_row(attr, prop.Value, scale_type, scale_value)
end
end
-- then other data that is hidden on the ability card
if ability.Other then
for attr, prop in pairs(ability.Other) do
local scale_type = prop.Scale and prop.Scale.Type or nil
local scale_value = prop.Scale and prop.Scale.Value or nil
rows = rows .. create_row(attr, prop.Value, scale_type, scale_value)
end
end
return rows
end
p.get_upgrades_table = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local ability = utils.get_ability_card_data(hero_name, ability_num)
if(ability == nil) then error(string.format('Ability %s#%s not found', hero_name, ability_num)) end
local rows = ''
local upgrades = ability.Upgrades
for i, upgrade in pairs(upgrades) do
rows = rows .. ''
for key, value in pairs(upgrade) do
if key ~= 'DescKey' then
local scale_type = upgrade.Scale and upgrade.Scale.Type or nil
local scale_value = upgrade.Scale and upgrade.Scale.Value or nil
rows = rows .. create_row(key, value, scale_type, scale_value)
end
end
end
return rows
end
function create_row(key, value, scale_type, scale_value)
if key == nil or value == nil then
return ''
end
local row = '|' .. key .. '||' .. value
if scale_type and scale_value then
row = row .. '||' .. scale_type .. '||' .. scale_value
end
return '\n|-\n'..row
end
function create_upgrade_row(key, upgrades)
local row = ''
for i, upgrade in paris(upgrades) do
local scale_type = prop.Scale and prop.Scale.Type or nil
local scale_value = prop.Scale and prop.Scale.Value or nil
row = row .. upgrade[key]
end
return row
end
return p