Module:AbilityHints: Difference between revisions

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Vergir (talk | contribs)
Break manual hint tooltip onto a second line (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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-- Small item icons on ability cards showing how an ability interacts with items (dispellable, reduced, blocked, etc.).
-- 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.
-- 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 AbilityTable = require("Module:AbilityTable")
local ability_data = mw.loadJsonData("Data:AbilityData.json")
local dictionary = require("Module:Dictionary")
local resource_lookup = mw.loadJsonData("Data:ResourceLookup.json")
local item_data = mw.loadJsonData("Data:ItemData.json")


local p = {}
local p = {}


-- Display order. Each entry: { list, file, tip }
-- Display order: item type (Weapon => Vitality => Spirit), then cost, then name.
local CONFIG = {
local function sort_key(file)
     { list = "melee",          file = "Melee Charge.png",    tip = "Benefits from melee items ([[Melee Charge]])" },
     local base = mw.ustring.lower((file:gsub('%.%w+$', '')))
     { list = "movementbased",  file = "Slowing Hex.png",      tip = "Disabled by [[Slowing Hex]]" },
     local entry = resource_lookup[base]
     { list = "debuffresist",   file = "Debuff Reducer.png",   tip = "Debuff duration reduced by [[Debuff Resist]]" },
     local item = (entry ~= nil and entry.type == 'item') and item_data[entry.key] or nil
     { list = "heal",            file = "Healing Booster.png",  tip = "[[Healing]] amplified by [[Healing Booster]] and affected by healing reduction" },
     if item == nil then
     { list = "reactivebarrier", file = "Reactive Barrier.png", tip = "Triggers [[Reactive Barrier]]" },
        return { 99, math.huge, base }
    { list = "dispelmagic",    file = "Dispel Magic.png",    tip = "Effect can be [[Dispel Magic|dispelled]]" },
     end
     { list = "indomitable",     file = "Indomitable.png",      tip = "Disable prevented by [[Indomitable]]" },
    local slot = item["Slot"]
    { list = "unstoppable",    file = "Unstoppable.png",      tip = "Disable prevented by [[Unstoppable]]" },
     local slot_rank = (slot == "Weapon" and 1) or (slot == "Armor" and 2) or (slot == "Tech" and 3) or 98
     { list = "platedarmor",    file = "Plated Armor.png",    tip = "On-shot effect prevented by [[Plated Armor]]" },
     return {
     { list = "summons",        file = "Monster Rounds.png",  tip = "Summons affected by [[Monster Rounds]] and [[Heroic Aura]]" },
        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 ai-partial box icon).
-- 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.
-- An empty link makes the icon non-clickable; automatic hints link from their tooltip text instead.
local function icon_img(file, link, partial)
local function icon_img(file, link, partial)
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local function hint_icon(def)
local function hint_icon(def)
     return '<span class="ability-hint">' .. icon_img(def.file)
     return '<span class="ability-hint">' .. icon_img(def.file)
         .. '<span class="ability-hint-tip">' .. def.tip .. '</span></span>'
         .. '<span class="ability-hint-tip">' .. dictionary.translate(def.label_dict_key) .. '</span></span>'
end
end


local function manual_icon(m)
local function manual_icon(m)
     local cls = 'ability-hint'
     local cls = 'ability-hint'
     local verb = 'Interacts with'
     local dict_key = STATE_DICT_KEYS.normal
     local partial = false
     local partial = false
     if m.state == 'disabled' then
     if m.state == 'disabled' then
         cls = cls .. ' ability-hint--disabled'
         cls = cls .. ' ability-hint--disabled'
         verb = 'Does not interact with'
         dict_key = STATE_DICT_KEYS.disabled
     elseif m.state == 'partial' then
     elseif m.state == 'partial' then
         verb = 'Interacts partially with'
         dict_key = STATE_DICT_KEYS.partial
         partial = true
         partial = true
    elseif m.state == 'enhanced' then
        cls = cls .. ' ability-hint--enhanced'
     end
     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)
     return '<span class="' .. cls .. '">' .. icon_img(m.file, '#' .. m.anchor, partial)
         .. '<span class="ability-hint-tip">' .. verb .. ' ' .. m.title .. '.<br>Click to reveal more info.</span></span>'
         .. '<span class="ability-hint-tip">' .. tip .. '</span></span>'
end
end


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     manual = manual or {}
     manual = manual or {}


    -- Manual icons indexed by file so an override can take its automatic hint's slot.
     local manual_by_file = {}
     local manual_by_file = {}
     for _, m in ipairs(manual) do
     for _, m in ipairs(manual) do
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     end
     end


     local icons = {}
     local entries = {}
     local placed = {}
     local placed = {}


     -- Automatic hints in CONFIG order; an overriding manual icon takes the slot.
     local num = tonumber(ability_num)
    local record = ability_data[ability_key]
    for _, def in ipairs(CONFIG) do
    if record ~= nil then
        if AbilityTable.is_member(def.list, ability_key, num) then
        local num = tonumber(ability_num)
            local key = mw.ustring.lower(def.file)
        for _, def in ipairs(CONFIG) do
            local m = manual_by_file[key]
            if AbilityTable.is_member(def.list, record, num) then
            if m ~= nil then
                local key = mw.ustring.lower(def.file)
                table.insert(entries, { file = m.file, html = manual_icon(m) })
                local m = manual_by_file[key]
                placed[key] = true
                if m ~= nil then
            else
                    table.insert(icons, manual_icon(m))
                table.insert(entries, { file = def.file, html = hint_icon(def) })
                    placed[key] = true
                else
                    table.insert(icons, hint_icon(def))
                end
             end
             end
         end
         end
     end
     end


    -- Remaining manual icons (no automatic slot) in their original order.
     for _, m in ipairs(manual) do
     for _, m in ipairs(manual) do
         if not placed[mw.ustring.lower(m.file)] then
         if not placed[mw.ustring.lower(m.file)] then
             table.insert(icons, manual_icon(m))
             table.insert(entries, { file = m.file, html = manual_icon(m) })
         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