Module:Abilities/details table: Difference between revisions

Created page with "p = {} local utils = require "Module:Abilities/utils" 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 return "Ability Not Found" 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 -- display props from info sections..."
 
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local utils = require "Module:Abilities/utils"
local utils = require "Module:Abilities/utils"
local lang = require"Module:Lang"
local commonutils = require"Module:Utilities"
local header_attrs = {'Radius', 'AbilityCastRange', 'AbilityDuration', 'AbilityCooldown', 'AbilityCooldownBetweenCharge', 'AbilityCharges'}


p.get_details_table = function(frame)
p.get_details_table = function(frame)
local hero_name = frame.args[1]
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local ability_num = frame.args[2]
local hero_key = utils.get_hero_key(hero_name)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then error(string.format('Ability %s#%s not found', hero_name, ability_num)) end


local ability = utils.get_ability_card_data(hero_name, ability_num)
if(ability == nil) then return "Ability Not Found" end
local rows = ''
local rows = ''
for info_section_num=1, 10 do
for info_section_num=1, 10 do
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if info_section == nil then break end
if info_section == nil then break end
-- display props from info sections first
local main = info_section.Main
for prop in info_section.Main.Props do
if main ~= nil then
local scale_value = prop.Scale and prop.Scale.Value or nil
-- display props from info sections first
local scale_type = prop.Scale and prop.Scale.Type or nil
for i, prop in pairs(main.Props) do
rows = rows .. create_row(prop.Key, prop.Value, scale_type, scale_value)
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, frame)  
end
end
end
for prop in info_section.Alt.Props do
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, frame)
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
local scale_value = prop.Scale and prop.Scale.Value or nil
rows = rows .. create_row(attr, prop.Value, scale_type, scale_value, frame)
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_type = prop.Scale and prop.Scale.Type or nil
rows = rows .. create_row(prop.Key, prop.Value, scale_type, scale_value)
local scale_value = prop.Scale and prop.Scale.Value or nil
rows = rows .. create_row(attr, prop.Value, scale_type, scale_value, frame)
end
end
end
return rows
end
local UPGRADE_COST_MAP = {1, 2, 5}
p.get_upgrade_table = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local upgrade_num = frame.args[3]
local hero_key = utils.get_hero_key(hero_name)
local ability = utils.get_ability_card_data(hero_key, ability_num)
if(ability == nil) then error(string.format('Ability %s#%s not found', hero_name, ability_num)) end
local rows = '\n|-\n'
for i, upgrade in pairs(ability.Upgrades) do
local data_rows = ''
-- then any header data, cooldowns, charges, range etc.
-- track number of attributes so we can assign the correct rowspan for the upgrade cost column
local num_of_attrs = 0
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
data_rows = data_rows .. create_row(key, value, scale_type, scale_value, frame, true)
num_of_attrs = num_of_attrs + 1
end
end
rows = rows .. string.format("\n!rowspan=%s style=\"background-color: #121212; color: #FFEFD7; text-align: center; text-wrap: nowrap;\" | [[File:Ability_point_unlock_icon.png|20px|link=Ability_Point]] '''%s'''\n", num_of_attrs, UPGRADE_COST_MAP[i])
rows = rows .. data_rows
end


-- then other data that is hidden on the ability card
return rows
return rows
end
end


function create_row(key, value, scale_type, scale_value)
-- with_plus=true will include the "+" symbol before the number, as by default it will be omiitted
local row = '|' .. label .. '||' .. value
function create_row(key, value, scale_type, scale_value, frame, with_plus)
if key == nil or value == nil then
return ''
end
-- get localized label, if none exists, fallback to one that is based on the key
local label = lang.get_string(key..'_label')
if label == '' then
label = commonutils.add_space_before_cap(key)
end
local formatted_value = utils.format_value_with_prepost(key, value, frame, with_plus~=true)
 
local row = '|' .. label .. '||' .. formatted_value
if scale_type and scale_value then
if scale_type and scale_value then
row = row .. '||' .. scale_type .. '||' .. scale_value
row = row .. '||' .. scale_type .. '||' .. scale_value .. '%'
end
return row .. '\n|-\n'
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
end
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end
end


end
return p