Module:ItemTables
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
local commas = require("Module:Addcommas")
--[===[
-- 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
--]===]
-- Returns an array of item tables that have the same properties
-- @function get_similar_items_array
-- @param {array}
-- @return {array of tables}
local function get_similar_items_array(property)
local similarItems = {}
for _, v in pairs(data) do
for _, value in ipairs(property) do
if (v[value] ~= nil and v["Disabled"] == false and v["Name"] ~= nil and v[value] ~= "0" ) then
table.insert(similarItems, v)
end
end
end
return similarItems
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 link_patterns = {}
-- link_patterns["BonusClipSizePercent"] = { "[Aa]mmo" }
-- link_patterns["CloseRangeBonusWeaponPower"] = { "[Cc]lose [Ww]eapon [Dd]amage" }
-- link_patterns["BaseAttackDamagePercent"] = { "[Ww]eapon [Dd]amage" }
-- link_patterns["BulletLifestealPercent"] = { "[Bb]ullet [Ll]ifesteal" }
-- link_patterns["BonusHealthRegen"] = { "[Hh]ealth [Rr]egen" }
-- link_patterns["BonusHealth"] = { "[Hh]ealth" }
-- 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 = string.find(desc, v)
-- if a then desc = link break
-- end
-- end
-- end
-- return desc
-- end
local friendly_to_internal = {}
friendly_to_internal["ammo"] = { "BonusClipSizePercent", "BonusClipSize", "ActiveReloadPercent" }
friendly_to_internal["weapon damage"] = { "BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded" }
friendly_to_internal["bullet shield health"] = { "BulletShieldMaxHealth", "BulletShieldOnCast", "SaviorBulletShieldHealth", "FlyingBulletShield", "VexBarrierBulletMaxHealth" }
friendly_to_internal["spirit shield health"] = { "TechShieldMaxHealth", "TechShieldOnCast", "SaviorMagicShieldHealth", "FlyingTechShield", "VexBarrierTechMaxHealth" }
friendly_to_internal["spirit resist"] = { "TechResist" }
friendly_to_internal["bullet resist"] = { "BulletResist" }
friendly_to_internal["health"] = { "BonusHealth" }
friendly_to_internal["health regen"] = { "BonusHealthRegen" }
friendly_to_internal["fire rate"] = { "BonusFireRate", "FireRateWhenShielded", "FireRateBonus", "FervorFireRate", "AmbushBonusFireRate", "ActiveBonusFireRate" }
friendly_to_internal["fire rate slow"] = { "FireRateSlow" }
friendly_to_internal["bullet velocity"] = { "BonusBulletSpeedPercent" }
friendly_to_internal["stamina"] = { "Stamina" }
friendly_to_internal["stamina recovery"] = { "StaminaCooldownReduction" }
-- Returns a table of internal properties
-- @function friendlyNames
-- @param {string}
-- @return {table}
local function friendlyNames(desc)
local keysTable = {}
desc = string.lower(desc or "")
for link, patterns in pairs(friendly_to_internal) do
if (desc == link) then keysTable = patterns end
end
return keysTable
end
local unitSuffix = {
["%"] = { "BonusClipSizePercent", "ActiveReloadPercent",
"BaseAttackDamagePercent", "CloseRangeBonusWeaponPower", "LongRangeBonusWeaponPower", "AttackDamageWhenShielded",
"TechResist", "BulletResist",
"BonusFireRate", "FireRateWhenShielded", "FervorFireRate", "FireRateBonus", "AmbushBonusFireRate", "ActiveBonusFireRate", "FireRateSlow",
"BonusBulletSpeedPercent",
"StaminaCooldownReduction" },
["m/s"] = { "BonusMoveSpeed" }
}
local function appendSuffix(internal)
local unitName = ""
for key, s in pairs(unitSuffix) do
for _, pattern in pairs(s) do
if (internal == pattern) then return key end
end
end
return unitName
end
local sortByWeapon = {}
sortByWeapon["Weapon"] = 1
sortByWeapon["Armor"] = 10000
sortByWeapon["Tech"] = 100000000
-- Sort the order of items in a preset as it appears when no filtered ordering is applied.
-- Ordered first by slot and cost increasing, then alphabetical within same slot and cost.
function defaultSort()
return function(a, b)
if (get_cost(a["Name"]) == get_cost(b["Name"]) and sortByWeapon[a["Slot"]] == sortByWeapon[b["Slot"]]) then return a["Name"] < b["Name"] end
return get_cost(a["Name"]) * sortByWeapon[a["Slot"]] < get_cost(b["Name"]) * sortByWeapon[b["Slot"]]
end
end
-- Outputs a wikitable of items that increase a specified stat. Invoked by {{Item stat table}}
-- @function p.itemPropTable
-- @param {string}
-- @return {string}
p.itemPropTable = function(frame)
local TableValues = {}
local requirements = {}
local listofKeysTable = {}
local listofItems = ""
local property = frame:getParent().args[1] or mw.title.getCurrentTitle().text
local copyVar = property
listofKeysTable = friendlyNames(property)
local filteredData = {}
filteredData = get_similar_items_array(listofKeysTable)
table.sort(filteredData, defaultSort())
local createTable = mw.html.create('table')
:addClass('wikitable sortable')
:tag('caption'):wikitext("List of items"):done()
local createTableHeader = mw.html.create('tr')
createTableHeader
:tag('th'):wikitext('Name'):done()
:tag('th'):wikitext('Cost'):done()
:tag('th'):wikitext('Category'):done()
:tag('th'):wikitext('Stat change'):done()
createTable:node(createTableHeader)
-- query the filtered items
for internalName, itemName in ipairs(filteredData) do --itemName is the item table. go through whole table.
local display = frame:expandTemplate{
title = 'ItemIcon',
args = {
itemName["Name"]
}
}
for k, t in pairs(listofKeysTable) do
-- filter out items that: don't have the property and the value isn't zero
if(itemName[t] ~= nil and itemName[t] ~= "0" ) then
listofItems = listofItems .. itemName["Name"] .. "<br/>"
copyVar = copyVar:gsub("^%l", string.upper)
local tableData = mw.html.create('tr')
tableData
:tag('td'):wikitext(display):done()
:tag('td'):wikitext(commas._add(get_cost(itemName["Name"]))):done()
:tag('td'):wikitext(get_type(itemName["Name"])):done()
:tag('td'):wikitext("+<b>" .. itemName[t].. "</b>" .. appendSuffix(t) .. " " .. copyVar):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
end
for _, row in ipairs(requirements) do
createTableHeader:node(row)
end
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