Module:AbilityHints: Difference between revisions

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Replace the reactive/indomitable split icon with a grouped single icon whose image and tooltip depend on which of the two lists match (with help from vergir-bot LLM)
Use the standard interacts text for the enhanced state (with help from vergir-bot LLM)
 
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-- Ability interaction hints: small item icons on ability cards showing how an
-- Small item icons on ability cards showing how an ability interacts with items (dispellable, reduced, blocked, etc.).
-- ability interacts with items (dispellable, reduced, blocked, etc.).
-- Used by Template:AbilitySection. Styles are there too.
-- Membership is decided by Module:AbilityTable.is_member so these icons always
 
-- agree with the dynamic ability-interaction tables.
-- label_dict_key names the [[Data:Dictionary]] entry holding the tooltip text. It is
-- resolved at render time rather than here, so the tooltip follows the page language
-- and so no frame is needed while the module is still loading.
local CONFIG = {
    { list = "melee",            file = "Melee Lifesteal.png",  label_dict_key = "AbilityHintsMelee" },
    { list = "dontbreakstealth", file = "Veil Walker.png",      label_dict_key = "AbilityHintsDontBreakStealth" },
    { list = "movementbased",    file = "Slowing Hex.png",      label_dict_key = "AbilityHintsMovementBased" },
    { list = "debuffresist",    file = "Debuff Reducer.png",  label_dict_key = "AbilityHintsDebuffResist" },
    { list = "heal",            file = "Healing Booster.png",  label_dict_key = "AbilityHintsHeal" },
    { list = "healingtempo",    file = "Healing Tempo.png",    label_dict_key = "AbilityHintsHealingTempo" },
    { list = "reactivebarrier",  file = "Reactive Barrier.png", label_dict_key = "AbilityHintsReactiveBarrier" },
    { list = "dispelmagic",      file = "Dispel Magic.png",    label_dict_key = "AbilityHintsDispelMagic" },
    { list = "indomitable",      file = "Indomitable.png",      label_dict_key = "AbilityHintsIndomitable" },
    { list = "unstoppable",      file = "Unstoppable.png",      label_dict_key = "AbilityHintsUnstoppable" },
    { list = "platedarmor",      file = "Plated Armor.png",    label_dict_key = "AbilityHintsPlatedArmor" },
    { list = "summons",          file = "Monster Rounds.png",  label_dict_key = "AbilityHintsSummons" },
}
 
-- Tooltip wording for a manually placed icon, keyed by its iconbox state. Each entry
-- takes the item title as {{{1}}}, so translations can put the object where their
-- grammar wants it rather than always after the verb. The enhanced state has no entry
-- of its own: the glow already marks it, so it falls through to the normal wording.
local STATE_DICT_KEYS = {
    normal  = "AbilityHintsInteracts",
    disabled = "AbilityHintsInteractsNot",
    partial  = "AbilityHintsInteractsPartial",
}


local AbilityTable = require("Module:AbilityTable")
local AbilityTable = require("Module:AbilityTable")
local icon_module  = require("Module:Icon")
local dictionary = require("Module:Dictionary")
local ability_data = mw.loadJsonData("Data:AbilityData.json")
local resource_lookup = mw.loadJsonData("Data:ResourceLookup.json")
local item_data = mw.loadJsonData("Data:ItemData.json")


local p = {}
local p = {}


-- Display order. Each entry is either:
-- Display order: item type (Weapon => Vitality => Spirit), then cost, then name.
--  { list = "...", item = "...", tip = "..." }  a single icon shown when the ability is in `list`
local function sort_key(file)
--  { group = "..." }                            a grouped relationship (see GROUPS)
    local base = mw.ustring.lower((file:gsub('%.%w+$', '')))
local CONFIG = {
    local entry = resource_lookup[base]
     { list = "melee",          item = "Melee Lifesteal",  tip = "Benefits from melee items" },
     local item = (entry ~= nil and entry.type == 'item') and item_data[entry.key] or nil
     { list = "movementbased",  item = "Slowing Hex",      tip = "Disabled by Slowing Hex" },
     if item == nil then
{ list = "debuffresist",   item = "Debuff Reducer",   tip = "Duration reduced by Debuff Resist" },
        return { 99, math.huge, base }
     { list = "heal",            item = "Healing Booster",  tip = "Healing amplified by Healing Booster and affected by healing reduction" },
    end
     { group = "reactive_indomitable" },
    local slot = item["Slot"]
    { list = "dispelmagic",     item = "Dispel Magic",    tip = "Effect can be dispelled" },
     local slot_rank = (slot == "Weapon" and 1) or (slot == "Armor" and 2) or (slot == "Tech" and 3) or 98
     { list = "unstoppable",     item = "Unstoppable",      tip = "Disable prevented by Unstoppable" },
     return {
     { list = "platedarmor",    item = "Plated Armor",     tip = "On-shot effect prevented by Plated Armor" },
        slot_rank,
}
        tonumber(item["Cost"]) or math.huge,
        mw.ustring.lower(item["Name"] or base),
     }
end
 
local function compare(a, b)
     for i = 1, 3 do
        if a.sort[i] ~= b.sort[i] then return a.sort[i] < b.sort[i] end
     end
     return false
end


-- Grouped relationships: two related lists collapse into ONE full-size icon
-- partial: split the icon so the top-left half is grayscale (mirrors the iconbox-partial box icon).
-- whose item and tooltip depend on which of the two the ability matches.
-- An empty link makes the icon non-clickable; automatic hints link from their tooltip text instead.
local GROUPS = {
local function icon_img(file, link, partial)
     reactive_indomitable = {
    link = link or ''
         a = "reactivebarrier",
     if partial then
        b = "indomitable",
         return '<span class="ability-hint-icon"><span class="ability-hint-split">'
        a_only = { item = "Reactive Barrier", tip = "Triggers Reactive Barrier<br>does <b>not</b> trigger Indomitable" },
            .. '[[File:' .. file .. '|24px|link=' .. link .. ']]'
        b_only = { item = "Indomitable",      tip = "Blocked by Indomitable<br>does <b>not</b> trigger Reactive Barrier" },
            .. '<span class="ability-hint-split-gray">[[File:' .. file .. '|24px|link=]]</span>'
        both  = { item = "Reactive Barrier", tip = "Triggers Reactive Barrier<br>Blocked by Indomitable" },
            .. '</span></span>'
    },
    end
}
    return '<span class="ability-hint-icon">[[File:' .. file .. '|24px|link=' .. link .. ']]</span>'
end


-- Renders one item icon as a title-less external link (so Page Previews / Popups
local function hint_icon(def)
-- ignores it) wrapping just the image.
     return '<span class="ability-hint">' .. icon_img(def.file)
local function icon_img(item)
        .. '<span class="ability-hint-tip">' .. dictionary.translate(def.label_dict_key) .. '</span></span>'
     local url = tostring(mw.uri.canonicalUrl(item))
    return icon_module._render(item, { size = '24px', ['icon-only'] = 'true', link = url })
end
end


-- One full-size hint icon with a tooltip.
local function manual_icon(m)
local function hint_icon(item, tip)
    local cls = 'ability-hint'
     return '<span class="ability-hint">' .. icon_img(item)
    local dict_key = STATE_DICT_KEYS.normal
    local partial = false
    if m.state == 'disabled' then
        cls = cls .. ' ability-hint--disabled'
        dict_key = STATE_DICT_KEYS.disabled
    elseif m.state == 'partial' then
        dict_key = STATE_DICT_KEYS.partial
        partial = true
    elseif m.state == 'enhanced' then
        cls = cls .. ' ability-hint--enhanced'
    end
    local tip = dictionary.translate(dict_key, nil, nil, { m.title })
        .. '<br>' .. dictionary.translate('AbilityHintsClickReveal')
     return '<span class="' .. cls .. '">' .. icon_img(m.file, '#' .. m.anchor, partial)
         .. '<span class="ability-hint-tip">' .. tip .. '</span></span>'
         .. '<span class="ability-hint-tip">' .. tip .. '</span></span>'
end
end


-- Renders the interaction icon rail for one ability.
function p.get_icons(ability_key, ability_num, manual)
--  ability_key  the ability's internal key (AbilityCards .Key)
     manual = manual or {}
--  ability_num  the ability's slot (1-4); coerced to number
-- Returns rail HTML, or '' when the ability has no interactions.
function p.get_icons(ability_key, ability_num)
     local record = ability_data[ability_key]
    if record == nil then return '' end
    local num = tonumber(ability_num)


    -- Membership for every list referenced by CONFIG or GROUPS.
     local manual_by_file = {}
     local member = {}
     for _, m in ipairs(manual) do
     local function check(list)
         manual_by_file[mw.ustring.lower(m.file)] = m
         if list ~= nil and member[list] == nil then
            member[list] = AbilityTable.is_member(list, record, num)
        end
     end
     end
    local entries = {}
    local placed = {}
    local num = tonumber(ability_num)
     for _, def in ipairs(CONFIG) do
     for _, def in ipairs(CONFIG) do
         if def.list then
         if AbilityTable.is_member(def.list, ability_key, num) then
             check(def.list)
             local key = mw.ustring.lower(def.file)
        elseif def.group then
             local m = manual_by_file[key]
             local g = GROUPS[def.group]
             if m ~= nil then
             check(g.a)
                table.insert(entries, { file = m.file, html = manual_icon(m) })
             check(g.b)
                placed[key] = true
             else
                table.insert(entries, { file = def.file, html = hint_icon(def) })
            end
         end
         end
     end
     end


    local icons = {}
     for _, m in ipairs(manual) do
     for _, def in ipairs(CONFIG) do
         if not placed[mw.ustring.lower(m.file)] then
         if def.group then
             table.insert(entries, { file = m.file, html = manual_icon(m) })
            local g = GROUPS[def.group]
            local ma, mb = member[g.a], member[g.b]
            local case
            if ma and mb then
                case = g.both
            elseif ma then
                case = g.a_only
            elseif mb then
                case = g.b_only
            end
            if case then
                table.insert(icons, hint_icon(case.item, case.tip))
            end
        elseif def.list and member[def.list] then
             table.insert(icons, hint_icon(def.item, def.tip))
         end
         end
     end
     end


     if #icons == 0 then return '' end
     if #entries == 0 then return '' end
 
    for _, e in ipairs(entries) do e.sort = sort_key(e.file) end
    table.sort(entries, compare)
 
    local icons = {}
    for _, e in ipairs(entries) do table.insert(icons, e.html) end
 
     return '<div class="ability-section-hints">' .. table.concat(icons) .. '</div>'
     return '<div class="ability-section-hints">' .. table.concat(icons) .. '</div>'
end
end


return p
return p

Latest revision as of 11:29, 2 August 2026

Overview

[edit source]

Renders a small strip of item icons showing how an ability interacts with items and used by Module:AbilitySection. Each icon displays a configured image and has a hover tooltip.

Hints can be "automatic" and "manual".

  • Automatic come from Module:AbilityTable/Lists. If an ability is part of 'debuffresist' list, then it will show automatic debuff resist hint. List of enabled automatic hints is configured through CONFIG in this module. Clicking on an icon does nothing, however tooltip often will have a link to relevant item/mechanic.
  • Manual hints come from {{AbilityInteraction}} blocks used on AbilitySection. Whenetever an editor describes an interaction using that block a hint will be displayed. Clicking on a hint reveals that hand-written block.

Entry point

[edit source]

p.get_icons(ability_key, ability_num)

[edit source]

Returns the rail HTML for one ability, or an empty string when the ability matches no lists.

Configuration

[edit source]

CONFIG

[edit source]

List of the icons the rail can show. Order within CONFIG does not affect the rendered output — see Display order. Each entry:

Field Description
list List name in Module:AbilityTable/Lists whose membership triggers the icon.
file Image file to display, e.g. Reactive Barrier.png. Also determines the icon's position in the rail.
tip Hover tooltip text. May contain wikilinks and simple HTML (<br>, <b>).

To add an icon, add a CONFIG row: pick the triggering list, the display file, and the tip. To re-scope which abilities an icon covers, edit the list in Module:AbilityTable/Lists.


-- Small item icons on ability cards showing how an ability interacts with items (dispellable, reduced, blocked, etc.).
-- Used by Template:AbilitySection. Styles are there too.

-- label_dict_key names the [[Data:Dictionary]] entry holding the tooltip text. It is
-- resolved at render time rather than here, so the tooltip follows the page language
-- and so no frame is needed while the module is still loading.
local CONFIG = {
    { list = "melee",            file = "Melee Lifesteal.png",  label_dict_key = "AbilityHintsMelee" },
    { list = "dontbreakstealth", file = "Veil Walker.png",      label_dict_key = "AbilityHintsDontBreakStealth" },
    { list = "movementbased",    file = "Slowing Hex.png",      label_dict_key = "AbilityHintsMovementBased" },
    { list = "debuffresist",     file = "Debuff Reducer.png",   label_dict_key = "AbilityHintsDebuffResist" },
    { list = "heal",             file = "Healing Booster.png",  label_dict_key = "AbilityHintsHeal" },
    { list = "healingtempo",     file = "Healing Tempo.png",    label_dict_key = "AbilityHintsHealingTempo" },
    { list = "reactivebarrier",  file = "Reactive Barrier.png", label_dict_key = "AbilityHintsReactiveBarrier" },
    { list = "dispelmagic",      file = "Dispel Magic.png",     label_dict_key = "AbilityHintsDispelMagic" },
    { list = "indomitable",      file = "Indomitable.png",      label_dict_key = "AbilityHintsIndomitable" },
    { list = "unstoppable",      file = "Unstoppable.png",      label_dict_key = "AbilityHintsUnstoppable" },
    { list = "platedarmor",      file = "Plated Armor.png",     label_dict_key = "AbilityHintsPlatedArmor" },
    { list = "summons",          file = "Monster Rounds.png",   label_dict_key = "AbilityHintsSummons" },
}

-- Tooltip wording for a manually placed icon, keyed by its iconbox state. Each entry
-- takes the item title as {{{1}}}, so translations can put the object where their
-- grammar wants it rather than always after the verb. The enhanced state has no entry
-- of its own: the glow already marks it, so it falls through to the normal wording.
local STATE_DICT_KEYS = {
    normal   = "AbilityHintsInteracts",
    disabled = "AbilityHintsInteractsNot",
    partial  = "AbilityHintsInteractsPartial",
}

local AbilityTable = require("Module:AbilityTable")
local dictionary = require("Module:Dictionary")
local resource_lookup = mw.loadJsonData("Data:ResourceLookup.json")
local item_data = mw.loadJsonData("Data:ItemData.json")

local p = {}

-- Display order: item type (Weapon => Vitality => Spirit), then cost, then name.
local function sort_key(file)
    local base = mw.ustring.lower((file:gsub('%.%w+$', '')))
    local entry = resource_lookup[base]
    local item = (entry ~= nil and entry.type == 'item') and item_data[entry.key] or nil
    if item == nil then
        return { 99, math.huge, base }
    end
    local slot = item["Slot"]
    local slot_rank = (slot == "Weapon" and 1) or (slot == "Armor" and 2) or (slot == "Tech" and 3) or 98
    return {
        slot_rank,
        tonumber(item["Cost"]) or math.huge,
        mw.ustring.lower(item["Name"] or base),
    }
end

local function compare(a, b)
    for i = 1, 3 do
        if a.sort[i] ~= b.sort[i] then return a.sort[i] < b.sort[i] end
    end
    return false
end

-- partial: split the icon so the top-left half is grayscale (mirrors the iconbox-partial box icon).
-- An empty link makes the icon non-clickable; automatic hints link from their tooltip text instead.
local function icon_img(file, link, partial)
    link = link or ''
    if partial then
        return '<span class="ability-hint-icon"><span class="ability-hint-split">'
            .. '[[File:' .. file .. '|24px|link=' .. link .. ']]'
            .. '<span class="ability-hint-split-gray">[[File:' .. file .. '|24px|link=]]</span>'
            .. '</span></span>'
    end
    return '<span class="ability-hint-icon">[[File:' .. file .. '|24px|link=' .. link .. ']]</span>'
end

local function hint_icon(def)
    return '<span class="ability-hint">' .. icon_img(def.file)
        .. '<span class="ability-hint-tip">' .. dictionary.translate(def.label_dict_key) .. '</span></span>'
end

local function manual_icon(m)
    local cls = 'ability-hint'
    local dict_key = STATE_DICT_KEYS.normal
    local partial = false
    if m.state == 'disabled' then
        cls = cls .. ' ability-hint--disabled'
        dict_key = STATE_DICT_KEYS.disabled
    elseif m.state == 'partial' then
        dict_key = STATE_DICT_KEYS.partial
        partial = true
    elseif m.state == 'enhanced' then
        cls = cls .. ' ability-hint--enhanced'
    end
    local tip = dictionary.translate(dict_key, nil, nil, { m.title })
        .. '<br>' .. dictionary.translate('AbilityHintsClickReveal')
    return '<span class="' .. cls .. '">' .. icon_img(m.file, '#' .. m.anchor, partial)
        .. '<span class="ability-hint-tip">' .. tip .. '</span></span>'
end

function p.get_icons(ability_key, ability_num, manual)
    manual = manual or {}

    local manual_by_file = {}
    for _, m in ipairs(manual) do
        manual_by_file[mw.ustring.lower(m.file)] = m
    end

    local entries = {}
    local placed = {}

    local num = tonumber(ability_num)
    for _, def in ipairs(CONFIG) do
        if AbilityTable.is_member(def.list, ability_key, num) then
            local key = mw.ustring.lower(def.file)
            local m = manual_by_file[key]
            if m ~= nil then
                table.insert(entries, { file = m.file, html = manual_icon(m) })
                placed[key] = true
            else
                table.insert(entries, { file = def.file, html = hint_icon(def) })
            end
        end
    end

    for _, m in ipairs(manual) do
        if not placed[mw.ustring.lower(m.file)] then
            table.insert(entries, { file = m.file, html = manual_icon(m) })
        end
    end

    if #entries == 0 then return '' end

    for _, e in ipairs(entries) do e.sort = sort_key(e.file) end
    table.sort(entries, compare)

    local icons = {}
    for _, e in ipairs(entries) do table.insert(icons, e.html) end

    return '<div class="ability-section-hints">' .. table.concat(icons) .. '</div>'
end

return p