Module:HeroData
Overview
This module provides functions to create hero infoboxes, statboxes, or retrieve hero information using the data uploaded to Data:HeroData.json.
Both will automatically be translated depending on the language selected. If called on
See Template:Lang for more
Functions
get_hero_var
Retrieve a hero variable's value, such as Abram's MaxHealth
Parameters
- hero_name - Name of the hero in english, or key of the hero. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
- hero_var - Key of the hero's variable, see Data:HeroData.json
- sig_figs_or_localize - OPTIONAL, # of sig figs to round to if retrieving a float, or "true" if its a string that should be localized. See Localizable values section.
Note: Recommended to use hero key where possible, i.e. hero_atlas as its O(1) time complexity instead of hero name (Abrams) which is O(N).
Examples
From wikitext:
Using hero name in english
{{#invoke:HeroData|get_hero_var|Abrams|MaxHealth}}
570
Using hero key
{{#invoke:HeroData|get_hero_var|hero_atlas|MaxHealth}}
Hero Not Found
{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange}}
20.0000108
Round to 2 sig figs
{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange|2}}
20
{{#invoke:HeroData|get_hero_var|Abrams|WeaponName}}
citadel_weapon_hero_atlas_set
Localize
{{#invoke:HeroData|get_hero_var|Abrams|WeaponName|true}}
Lua error at line 51: attempt to call field '_get_string' (a nil value).
Notes
Only usable on variables that are integers, strings, or floats (meaning not dictionaries/hashes or arrays/lists).
If using sig_figs parameter, ensure the value is a float.
If using localize parameter, ensure the value is a string. See Data:HeroData.json, you will notice that hero_astro's "Lore" variable has the value "hero_astro_lore". This key is then sent to Module:Lang which checks for it in Data:Lang_en.json (or a different language).
get_list_elem
Retrieve a specified element from a list
Parameters
- hero_name - Name of the hero in english, or hero key. Preferred and recommended to use hero key, as its much more efficient. Search for the key in Data:HeroData.json
- hero_var - Key of the hero's variable, see Data:HeroData.json
- number - Index to retrieve from the list. 1 for 1st element, 2 for 2nd element, etc.
- localize - OPTIONAL - "true" if its a string that should be localized. See Localizable values section.
Example
From wikitext:
Using hero name in english
{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2}}
Attribute_EWeaponAttribute_CloseRange
Using hero key
{{#invoke:HeroData|get_list_elem|hero_atlas|WeaponTypes|2}}
Hero hero_atlas not found
{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2|true}}
Lua error at line 72: attempt to call field '_get_string' (a nil value).
write_infobox
Writes a Template:Infobox_hero template call for a given hero
Parameters
- hero_name – Name of the hero, in english
Example
From wikitext:
{{#invoke:HeroData|write_infobox|HERO_NAME}}
Which outputs Lua error at line 167: attempt to call field '_get_string' (a nil value).
write_stat_infoboxes
Writes all 3 Template:Infobox_stat template calls (Weapon, Vitality, Spirit) for a given hero
Parameters
- hero_name – Name of the hero, in english
Example
From wikitext:
{{#invoke:HeroData|write_stat_infoboxes|HERO_NAME}}
Which outputs Lua error at line 297: attempt to call field '_get_string' (a nil value).
write_hero_comparison_table
Writes the Hero Comparison table for a specific Level and Spirit Power
Parameters
- level - Number of Levels / Power Increases
- spirit_power - Amount of Spirit power
Both parameters are optional, as if both are 0 or not provided, the outputted table will be at base and will also include the level/SS scaling in each cell along with the base value, rather than the scaled value.
Example
From wikitext:
{{#invoke:HeroData|write_hero_comparison_table|LEVEL|SPIRITPOWER}}
Which outputs Lua error at line 437: attempt to call field '_get_string' (a nil value).
Localizable values
Localizable values as of writing this:
- Lore
- Playstyle
- Role
- WeaponDescription
- WeaponName
- elements in WeaponTypes
- elements in RecommendedItems
local p = {};
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')
local attribute_module = require('Module:AttributeData')
-- returns the table of a specific item, used by external modules
function p.get_json_item(name)
for i,v in pairs(heroes_data) do
if (v["Name"] == name) then
return v
end
end
return nil
end
-- returns the key of the specified hero's english name
function p.get_hero_key(name)
for i,v in pairs(heroes_data) do
if (v["Name"] == name) then
return i
end
end
return nil
end
--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--sig_figs optional for rounding floats
p.get_hero_var = function(frame)
local hero_name = frame.args[1]
local hero_stat_key = frame.args[2]
local sig_figs_or_localize = frame.args[3]
local hero = p.get_json_item(hero_name)
if(hero == nil) then return "Hero Not Found" end
local var_value = hero[hero_stat_key]
if(var_value == nil) then return 0 end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
if (var_value == nil) then return "get_hero_var() error with rounding" end
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module._get_string(var_value)
end
return var_value
end
--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
p.get_list_elem = function(frame)
local hero_name = frame.args[1]
local var = frame.args[2]
local number_str = frame.args[3]
local number_int = tonumber(number_str)
local localize = frame.args[4]
local hero = p.get_json_item(hero_name)
if (hero == nil) then return "Hero " .. hero_name .. " not found" end
local list = hero[var]
if (list == nil) then return "Hero does not have " .. var .. " variable" end
local element = list[number_int]
if (element == nil) then return "" end
if localize=="true" then
element = lang_module._get_string(element)
end
return element
end
--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar_str_invoke|HERO_NAME|STAT_NAME}}--
p.get_hero_scalar_str_invoke = function(frame)
local hero_name = frame.args[1]
local hero_stat_key = frame.args[2]
local hero_data = p.get_json_item(hero_name)
if(hero_data == nil) then return "Hero Not Found" end
return p.get_hero_scalar_str(hero_data, hero_stat_key) --surely theres a better way
end
-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
function p.get_hero_scalar_str(scaling_value, scaling_type)
local scaling_abbrevs = {Spirit = "Ss", Level = "Ls"}
-- Return blank if it doesnt scale
if (scaling_value == 0) then return "" end
-- Round it
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
--The hero has a scaling value with this stat
local template_title = "Template:" .. scaling_abbrevs[scaling_type] --scaling type's abbreviation
local template_args = {}
template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return template_call
end
-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
function p.get_hero_scalar(hero_data, hero_stat_key)
local scaling_type_full
local scaling_data
local scaling_value
local scaling_types = {"Spirit", "Level"}
for index, scaling_type in ipairs(scaling_types) do
scaling_type_full = scaling_type .. "Scaling"
scaling_data = hero_data[scaling_type_full]
--If the scaling data exists
if (scaling_data ~= nil) then
scaling_value = scaling_data[hero_stat_key]
--If the stat scales
if (scaling_value ~= nil) then
return scaling_value, scaling_type
end
end
end
-- If it doesn't scale, return 0 for value and empty string for scaling type
return 0, ""
end
--HERO_NAME in english
--{{#invoke:HeroData|write_infobox|HERO_NAME}}--
p.write_infobox = function(frame)
-- Get hero data
hero_name = frame.args[1]
hero_data = p.get_json_item(hero_name)
if(hero_data == nil) then return "Hero Not Found" end
local infobox_attributes = {
Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
Vitality = {'MaxHealth','BulletArmorDamageReduction','TechArmorDamageReduction','MaxMoveSpeed'}
}
-- Declarations and initializations
local category_data = attribute_module.get_category_data()
local stats
local stat_data
local stat_value
local stat_text
local label
local postfix
local should_display
local image_file_name
local image_file
local icon_and_value_str
local template_args = {}
local stat_values = {Weapon = "", Vitality = ""}
-- Add the main parameters
template_args["name_english"] = hero_name
template_args["name_localized"] = lang_module._get_string(p.get_hero_key(hero_name))
local wep_name = hero_data["WeaponName"]
if (wep_name ~= nil) then template_args["weapon_name"] = lang_module._get_string(wep_name) end
local wep_desc = hero_data["WeaponDescription"]
if (wep_desc ~= nil) then template_args["weapon_description"] = lang_module._get_string(wep_desc) end
local role = hero_data["Role"]
if (role ~= nil) then template_args["role"] = lang_module._get_string(role) end
local playstyle = hero_data["Playstyle"]
if (playstyle ~= nil) then template_args["playstyle"] = lang_module._get_string(playstyle) end
-- Iterate attribute categories
for category, stats in pairs(infobox_attributes) do
-- Iterate stats
for _, stat_name in ipairs(stats) do
-- Confirm its in attribute data and retrieve it
attribute_data = attributes_data[category]
if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end
stat_data = attribute_data[stat_name]
if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end
-- gets the stat's value
stat_value = hero_data[stat_name]
if (stat_value == nil) then
stat_value = 0 --default to 0 if not present
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = lang_module._get_string(stat_data["label"])
postfix = stat_data["postfix"]
if (postfix == nil) then
postfix = ""
else
-- light grey for postfixes
postfix = lang_module._get_string(postfix)
if (postfix == nil) then
postfix = ""
end
postfix = '<span style="color: #666666;">' .. postfix .. "</span>"
end
-- if a language is missing the postfix, use no postfix
-- Check if icon file exists, and if not, don't use any image
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
-- Create the template'd icon
local icon_color = attribute_module.get_attr_icon_color(stat_name)
icon_template_title = mw.title.new("Template:Icon/" .. icon_color)
icon_template_args = {}
icon_template_args[1] = image_file
icon_template_args[2] = stat_value .. postfix
icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args }
label = ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>'
-- First add localized stat name for left column
stat_values[category] = stat_values[category] .. label
-- Then add icon and stat value for right column
stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str
end
-- Add the stat values in the category to i.e weapon_values and vitality_values parameters
template_args[string.lower(category) .. "_values"] = stat_values[category]
end
-- Use expandTemplate to evaluate the Infobox_hero template
local template_title = mw.title.new("User:Sur")
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return expanded_template
end
--{{#invoke:HeroData|write_stat_infoboxes|HERO_NAME}}
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit
p.write_stat_infoboxes = function(frame)
local hero_name = frame.args[1]
if(hero_name == nil) then return "Hero parameter missing" end
-- Use expandTemplate to evaluate the Infobox_hero template
local template_title = mw.title.new("Template:Infobox_stat") --name of the template
local template_calls = '<div style="display: flex; flex-direction: column;" class="stat-infoboxes-container">' --all template calls concatenated
local template_call --current template call
local template_args = {} --current template arguments
local cell_values --current cell values
local cell_value --current cell value
local label --current stat's label
local postfix --current stat's postfix
local stat_value --current stat's numerical value in the hero data
local hero_data = p.get_json_item(hero_name)
local stats --stats of the current category
local image_file_name --name of the image_file to check
local image_file --mw returned image file
local extra_blank_cell --add a blank cell after certain stats
local stats_to_add_blank_after = {BulletLifesteal = true, CritDamageReceivedScale = true}
if (hero_data == nil) then return "Hero Not Found in AttrData" end
local category_data = attribute_module.get_category_data()
local should_display
for _, category in ipairs(attribute_orders["category_order"]) do
stats = attributes_data[category]
local category_values = category_data[category]
template_args["box_name"] = category_values.unlocalized_name
template_args["box_rgb"] = category_values.rgb
template_args["num_cols"] = 2
cell_values = ""
-- Determine cell values
for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
stat_data = stats[stat_name]
-- gets the stat's value if it has that stat, default to 0 if not
stat_value = hero_data[stat_name]
if (stat_value == nil) then
stat_value = 0 --default to 0 if not present
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = lang_module._get_string(stat_data["label"])
postfix = stat_data["postfix"]
if (postfix == nil) then
postfix = ""
else
-- light grey for postfixes
postfix = '<span style="color: #666666;">' .. lang_module._get_string(postfix) .. "</span>"
end
-- if a language is missing the postfix, use no postfix
if (postfix == nil) then
postfix = ""
end
-- Check if icon file exists, and if not, don't use any image
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
-- 15px and link to stat name (page name might not match perfectly yet)
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
-- Create the template'd icon
local icon_color = attribute_module.get_attr_icon_color(stat_name)
if (icon_color == "Brown") then
image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>'
end
-- use white instead of grey if grey is returned
-- Add an empty cell following some stats to align them correctly as seen in game
if (stats_to_add_blank_after[stat_name]) then
extra_blank_cell = " ," --prefixed space is needed
else
extra_blank_cell = ""
end
-- slightly lighter color for stat name
label = '<span style="color: #3d3d3d;">' .. label .. '</span>'
-- Add the scaling str if it scales
local scaling_value, scaling_type = p.get_hero_scalar(hero_data, stat_name)
local scalar_str = p.get_hero_scalar_str(scaling_value, scaling_type)
if (scalar_str ~= "") then scalar_str = " " .. scalar_str end
-- Set cell value as "Icon StatvaluePostfix Statname Scaling,"
-- If icon file already exists, set it to #REDIRECT to the duplicate file page
cell_value = image_file .. " " .. stat_value .. postfix .. " " .. label .. scalar_str .. "," .. extra_blank_cell
cell_values = cell_values .. cell_value --add value to values list
end
template_args["cell_values"] = cell_values
-- Write current call
template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- Add call to the set of calls
template_calls = template_calls .. "\n" .. template_call
end
return template_calls .. "</div>"
end
--writes the massive hero comparison table for a specific PI and SP
-- scaling icons are shown only if PI and SP are both 0 or both not provided
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER}}
p.write_hero_comparison_table = function(frame)
-- process inputs
local power_increases = frame.args[1]
if (power_increases == nil) then power_increases = 0 end
local spirit_power = frame.args[2]
if (spirit_power == nil) then spirit_power = 0 end
-- Show scaling icons if power/increases/spirit power are 0/not specified
local display_scaling_icons = false
if (power_increases == 0 and spirit_power == 0) then
display_scaling_icons = true
end
-- Initializations and declarations
local row_str = ""
local body_str = ""
local in_development
local is_disabled
local template_title = ""
local template_args = {}
local hero_icon
local hero_td_style
local scalar_str
-- Add hero comp stats to
local stats_to_include = {
Weapon = {
"DPS",
"SustainedDPS",
"BulletDamage",
"BaseWeaponDamageIncrease",
"RoundsPerSecond",
"FireRate",
"ClipSize",
"ClipSizeIncrease",
"ReloadTime",
"ReloadDelay",
"ReloadSpeed",
"BulletSpeed",
"BulletSpeedIncrease",
"BulletLifesteal",
"LightMeleeDamage",
"HeavyMeleeDamage",
"BulletsPerShot",
"ReloadSingle",
"BulletGravityScale",
"FalloffStartRange",
"FalloffEndRange"
},
Vitality = {
"MaxHealth",
"BaseHealthRegen",
"BulletArmorDamageReduction",
"TechArmorDamageReduction",
"BulletShieldHealth",
"TechShieldHealth",
"HealingOutput",
"DebuffResist",
"CritDamageReceivedScale",
"MaxMoveSpeed",
"SprintSpeed",
"StaminaCooldown",
"StaminaRegenIncrease",
"Stamina"
}
}
-- Iterate heroes
for hero_key, hero_data in pairs(heroes_data) do
-- Ensure they are not in development and they are an active hero
in_development = hero_data["InDevelopment"]
is_disabled = hero_data["IsDisabled"]
if ((not in_development) and (not is_disabled)) then
--Add the row's stats
row_str = ""
-- Retrieve hero's localized name
hero_name = lang_module._get_string(hero_key)
-- Retrieve hero's english name, used for hero icon
hero_name_en = hero_data["Name"]
-- Expand hero icon
template_title = "Template:HeroIcon"
template_args[1] = hero_name_en
template_args[2] = hero_name
hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- First column in each row is hero name
row_str = row_str .. "<td>" .. hero_icon .. "</td>"
-- Consecutive columns are then stats
-- Iterate categories
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
--Retrieve the stats value from hero data
stat_value = hero_data[attr_key]
if (stat_value == nil) then stat_value = 0 end
-- Retrieve scaling val and str if it scales
local scaling_value, scaling_type = p.get_hero_scalar(hero_data, attr_key)
local scalar_str = p.get_hero_scalar_str(scaling_value, scaling_type)
if (scalar_str ~= "") then scalar_str = " " .. scalar_str end
if (not display_scaling_icons) then scalar_str = "" end
-- Scale the stat value
if (scaling_type == "Spirit") then
stat_value = stat_value + (spirit_power * scaling_value)
elseif (scaling_type == "Level") then
stat_value = stat_value + (power_increases * scaling_value)
end
-- Convert from boolean to string, or round it
if (type(stat_value)) == 'boolean' then
stat_value = tostring(stat_value)
else
stat_value = util_module.round_to_sig_fig(stat_value, 3)
end
-- Add it to the row
row_str = row_str .. "<td>" .. stat_value .. scalar_str .. "</td>"
end
end
end
-- Add row to the body
row_str = "<tr>" .. row_str .. "</tr>"
body_str = body_str .. row_str
first_hero = false
end
end
-- First header is Hero
local headers_str = "<th>" .. "Hero" .. "</th>"
local header_style = ""
local category_data = attribute_module.get_category_data()
local postfix
-- Iterate stats again for displaying headers with their respective color
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
category_rgb = category_data[category]["rgb"]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
attr_data = category_attrs[attr_key]
if (attr_data ~= nil) then
-- Localize, fallback to attr_key with proper spaces
attr_localized = lang_module._get_string(attr_data["label"])
if (attr_localized == nil) then attr_localized = util_module.add_space_before_cap(attr_key) end
-- Get postfix
postfix = lang_module._get_string(attr_data["postfix"])
if (postfix == nil or postfix == "") then
postfix = ""
else
postfix = " (" .. postfix .. ")"
end
else -- If not in attributes data, use key with proper spacing
attr_localized = util_module.add_space_before_cap(attr_key)
end
header_style = ' style="background-color: ' .. "rgb(" .. category_rgb .. ') ;"'
headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
end
end
end
headers_str = "<tr>" .. headers_str .. "</tr>"
local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>"
local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>'
return output_str
end
return p