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| local data = mw.loadJsonData("Data:AbilityCards.json")
| | -- EMPTY MODULE TO ENABLE DOCUMENTATION |
| local raw_ability_data = mw.loadJsonData("Data:AbilityData.json")
| | -- ANY CODE SHOULD BE ADDED TO A SUBMODULE "Module:Abilities/*" |
| local Lang = require('Module:Lang')
| |
| | |
| local p = {}
| |
| | |
| -- returns the table of a specific ability from Data:AbilityCards.json | |
| function get_ability(hero_key, ability_num)
| |
| local ui_data = data[hero_key]
| |
| if(ui_data == nil) then return "Hero Not Found" end
| |
| return ui_data[tonumber(ability_num)]
| |
| end
| |
| | |
| -- Returns the table of a specific ability from Data:AbilityData.json by its Key or Name
| |
| -- It first attempts a direct lookup by key for efficiency. If that fails, it iterates
| |
| -- through the data to find a matching Name property.
| |
| -- @function find_json_ability
| |
| -- @param {string} identifier - The ability's key or name
| |
| -- @return {table} or nil
| |
| local function find_json_ability(identifier)
| |
| -- First, try a direct lookup by key (most efficient method)
| |
| if raw_ability_data[identifier] then
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| return raw_ability_data[identifier]
| |
| end
| |
|
| |
| -- If not found by key, search for key by ability name
| |
| local resource_lookup = mw.loadJsonData("Data:ResourceLookup.json")
| |
| local ability_resource = resource_lookup[identifier:lower()]
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|
| |
| if (ability_resource) then
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| return raw_ability_data[ability_resource.key]
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| end
| |
| | |
| -- If not found by either method, return nil
| |
| return nil
| |
| end
| |
| | |
| --{{#invoke:Abilities|get_ability_name|HERO_NAME|ABILITY_NUM|lang=LANG_CODE}}--
| |
| p.get_ability_name = function(frame)
| |
| local hero_name = frame.args[1]
| |
| local ability_num = frame.args[2]
| |
| local lang = frame.args.lang
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|
| |
| local ability = get_ability(hero_name, ability_num)
| |
| if(ability == nil) then return "Ability Not Found" end
| |
|
| |
| if lang and lang ~= "" then
| |
| return Lang.get_string(ability.Key, tostring(lang))
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| end
| |
| | |
| return Lang.get_string(ability.Key)
| |
| end
| |
| | |
| -- Reverse function of get_ability_name
| |
| --{{#invoke:Abilities|get_ability_number|HERO_NAME|ABILITY_NAME}}--
| |
| p.get_ability_number = function(frame)
| |
| local hero_name = frame.args[1]
| |
| local ability_name = frame.args[2]
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|
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| local ui_data = data[hero_name]
| |
| if(ui_data == nil) then return "Hero Not Found" end
| |
|
| |
| -- Normalize input for case-insensitive comparison
| |
| local normalized_input = string.lower(ability_name)
| |
|
| |
| -- Iterate through the hero's abilities to find matching name
| |
| for ability_num, ability in pairs(ui_data) do
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| local current_name = Lang.get_string(ability.Key)
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| if string.lower(current_name) == normalized_input then
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| return ability_num
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| end
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| end
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|
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| return "Ability Not Found"
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| end
| |
| | |
| --{{#invoke:Abilities|get_ability_prop|ability_key_or_name|prop}}--
| |
| p.get_ability_prop = function(frame)
| |
| local ability_identifier = frame.args[1]
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| local prop = frame.args[2]
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|
| |
| -- Use the new, more flexible lookup function
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| local ability = find_json_ability(ability_identifier)
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| if(ability == nil) then return "Ability Not Found" end
| |
| | |
| -- Handle nested properties via dot notation (e.g., "MaxRage.Scale.Value")
| |
| local element = ability
| |
| if prop and prop ~= "" then
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| for segment in string.gmatch(prop, "[^%.]+") do
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| if type(element) ~= "table" then
| |
| return "" -- Can't traverse further
| |
| end
| |
| element = element[segment]
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| if element == nil then return "" end
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| end
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| end
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|
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| if element == nil then return "" end
| |
| | |
| -- if the property is a table, return its Value field
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| if type(element) == "table" then
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| return element.Value or ""
| |
| end
| |
| | |
| -- otherwise return the scalar value
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| return element
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| end
| |
| | |
| --{{#invoke:Abilities|get_ability_upgrade_prop|ability_key_or_name|upgrade_num|prop}}--
| |
| -- Gets a specific property from a specific upgrade of an ability.
| |
| -- @param {string} frame.args[1] - The ability's key (e.g., "ability_afterburn") or name (e.g., "Afterburn").
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| -- @param {string|number} frame.args[2] - The upgrade number (1, 2, or 3).
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| -- @param {string} frame.args[3] - The name of the property to retrieve.
| |
| p.get_ability_upgrade_prop = function(frame)
| |
| local ability_identifier = frame.args[1]
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| local upgrade_num_str = frame.args[2]
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| local prop = frame.args[3]
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|
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| -- Check for missing arguments
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| if not (ability_identifier and upgrade_num_str and prop) then
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| return "Missing Arguments" -- Or return ""
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| end
| |
| | |
| -- Find the base ability data
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| local ability = find_json_ability(ability_identifier)
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| if not ability then
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| return "Ability Not Found"
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| end
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|
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| -- Get the list of upgrades for this ability
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| local upgrades = ability.Upgrades
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| if not upgrades or type(upgrades) ~= "table" then
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| return "No Upgrades Found"
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| end
| |
| | |
| -- Convert the upgrade number from a string to an integer
| |
| local upgrade_num = tonumber(upgrade_num_str)
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| if not upgrade_num then
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| return "Invalid Upgrade Number"
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| end
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|
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| -- Get the specific upgrade table from the list (Lua tables are 1-indexed)
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| local upgrade = upgrades[upgrade_num]
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| if not upgrade or type(upgrade) ~= "table" then
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| return "Upgrade Not Found"
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| end
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|
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| -- Get the desired property from the specific upgrade
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| local element = upgrade[prop]
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| if prop and prop ~= "" then
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| for segment in string.gmatch(prop, "[^%.]+") do
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| -- If upgrade is not a table, return value. If it is, check for segments
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| if type(element) ~= "table" then
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| return element or ""
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| end
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| element = element[segment]
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| if element == nil then return "" end
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| end
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| end
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| | |
| -- Otherwise, return the direct value
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| return element
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| end
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| | |
| return p
| |