Module:HeroDataGive feedback
Also see:
- Module:HeroData/nav - For nav box purposes
- Module:HeroData/release - For determining the release status of a hero
- Module:HeroDataArrays - For tables in stat pages
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}}
800
Using hero key
{{#invoke:HeroData|get_hero_var|hero_atlas|MaxHealth}}
800
{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange}}
0
Round to 2 sig figs
{{#invoke:HeroData|get_hero_var|Abrams|FalloffStartRange|2}}
0
{{#invoke:HeroData|get_hero_var|Abrams|WeaponName}}
0
Localize
{{#invoke:HeroData|get_hero_var|Abrams|WeaponName|true}}
0
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).
This function will automatically search for the variable in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block.
get_alt_fire_var
Retrieve a hero's variable's value from "AltFire" table. Works the same as get_hero_var
Examples
{{#invoke:HeroData|get_alt_fire_var|Viscous|BulletDamage}}
Script error: The function "get_alt_fire_var" does not exist.
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}}
Using hero key
{{#invoke:HeroData|get_list_elem|hero_atlas|WeaponTypes|2}}
{{#invoke:HeroData|get_list_elem|Abrams|WeaponTypes|2|true}}
get_hero_scalar
Retrieve a hero variable's scalar value that is inside either "Spirit Scaling" or "Level Scaling", such as Abram's BulletDamage (scaling).
Parameters
- hero_key - Key of the hero. Search for the key of a given hero in Data:HeroData.json
- scaling_type - "Spirit" or "Level"
- hero_var - Key of the hero's variable that is inside either "Spirit Scaling" or "Level Scaling", see Data:HeroData.json
- sig_figs_or_localize - OPTIONAL, # of sig figs to round to.
- no_template - OPTIONAL, return numerical value instead of scaling template. Has to be defined as "true"
Examples
{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage}}
+0.1
Round to 2 sig figs
{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2}}
get_hero_var() error with rounding
No template
{{#invoke:HeroData|get_hero_scalar|hero_atlas|Level|BulletDamage|2|no_template=true}}
get_hero_var() error with rounding
Notes
If the scaling type or the stat key is not found in the hero's data, this function returns an empty string instead of an error message.
hero_has_stat
Checks if a hero possesses a specific stat in their Base data, Level Scaling (Boons), or Spirit Scaling. Used primarily for conditionally hiding rows in infoboxes.
The base value is looked up in the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block, the same as get_hero_var. A stat counts as present when its base value is non-zero, or when it has any non-zero scaling.
Parameters
- hero_key - Key of the hero.
- stat_key - Key of the stat to check (e.g., BulletResist, TechResist).
Example
{{#invoke:HeroData|hero_has_stat|hero_kelvin|TechResist}}
Script error: The function "hero_has_stat" does not exist.
get_hero_key
Returns the key of the specified hero's english name. A hero key may also be passed, in which case it is returned unchanged. Matching is case-insensitive. Returns "Hero not found." when the input matches no hero.
Parameters
- hero_name - Name of the hero in english, or a hero key
Example
{{#invoke:HeroData|get_hero_key|Abrams}}
resolve_key
The same lookup as get_hero_key, but returns an empty string instead of "Hero not found." when the input matches no hero. Intended for templates that need to branch on whether the input names a hero at all.
Parameters
- hero_name_or_key - Name of the hero in english, or a hero key
Example
{{#invoke:HeroData|resolve_key|Abrams}}
Script error: The function "resolve_key" does not exist.
get_ability_key
Gets the ability key from a hero's bound ability slot
Parameters
- hero_key - Key of the hero
- slot_number - Slot number (1-based index)
Example
{{#invoke:HeroData|get_ability_key|hero_atlas|1}}
get_hero_tag
Retrieve a hero's description tags with Module:Lang, to be used in Template:HeroRosterCard and Template:Infobox hero
Parameters
- name - Name of the hero in english. This is normally referenced from the template parameters
- number - Which tag to call (1, 2 or 3)
Example
{{#invoke:HeroData|get_hero_tag|Abrams|1}}
has_tags
Returns "true" when the hero has description tags, or an empty string otherwise. Intended for templates that need to hide a tag block entirely for heroes without tags.
Parameters
- name - Name of the hero in english
Example
{{#invoke:HeroData|has_tags|Abrams}}
Script error: The function "has_tags" does not exist.
write_role_playstyle_quote
Writes a formatted role and playstyle quotation for a hero
Parameters
- hero_key - Key of the hero
Example
{{#invoke:HeroData|write_role_playstyle_quote|hero_atlas}}
write_default_items
Writes the recommended items list for a hero
Parameters
- hero_key - Key of the hero (unlocalized)
Example
{{#invoke:HeroData|write_default_items|hero_atlas}}
write_ground_dash_buckets
Outputs a wikitable of heroes grouped by their GroundDashDuration using Template:HeroIcon
Example
{{#invoke:HeroData|write_ground_dash_buckets}}
Script error: The function "write_ground_dash_buckets" does not exist.
Localizable values
Localizable values as of writing this:
- Hero names (via hero keys)
- Lore
- Playstyle
- Role
- WeaponDescription
- WeaponName
- elements in WeaponTypes
- elements in RecommendedItems
- All stat labels and postfixes
- Ability descriptions and names
- Hero tags (1, 2, 3)
Internal Utility Functions
The following functions are called directly from Lua by other modules, not from wikitext:
get_json_item
Returns the table of a specific hero by name
Parameters
- name - Name of the hero in english
get_stat
Returns the value of a stat, checking the hero's top-level data, then the 'Weapon' block, then the 'AltFire' block. Returns nil when the hero has no such stat. This is the shared lookup behind get_hero_var, get_list_elem and hero_has_stat.
Parameters
- hero_data - Hero table, such as the one returned by get_json_item
- stat - Key of the stat
get_scalings
Returns an ordered list of a hero's scalings for a stat, Level first then Spirit:
{ { type = "Level", value = 1.5 }, { type = "Spirit", value = 0.04 } }
Absent and zero scalings are omitted, so an empty list means the stat does not scale.
Parameters
- hero_data - Hero table
- stat - Key of the stat
- include_zero - OPTIONAL, keep scalings whose value is 0. Only get_hero_scaling_data needs this.
has_stat
Returns true when a hero has a non-zero base value for a stat, or any scaling for it. Backs hero_has_stat.
Parameters
- hero_data - Hero table
- stat - Key of the stat
find_hero_key
Resolves a hero key or an english hero name to a hero key, case-insensitively. Returns nil when the input matches no hero. Backs get_hero_key and resolve_key.
Parameters
- input - Hero key or english hero name
hero_tag
Returns a hero's Nth description tag, or an empty string when there is no such tag. Backs get_hero_tag and has_tags.
Parameters
- hero_en - Name of the hero in english
- index - Which tag to return (1, 2 or 3)
write_scalar_str
Returns the expanded Ss or PI template for a scaling value, or an empty string when the value is 0.
Parameters
- scaling_value - The scaling amount
- scaling_type - "Spirit" or "Level"
- compact - OPTIONAL, render the compact form with the value shown
get_hero_scaling_data
Deprecated, use get_scalings instead. Returns a table keyed by scaling value, so an entry is silently dropped when Level and Spirit scale by the same amount, and zero scalings are kept. Retained only for Module:HeroComparisonTable.
Parameters
- hero_data - Hero table
- stat - Key of the stat
Scaling System
The module supports two types of scaling:
- Spirit Scaling - Affects stats based on Spirit Power
- Level Scaling - Affects stats based on Power Increases/Levels/Boons
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 dictionary_module = require('Module:Dictionary')
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 an array of item tables that have the same properties
-- @function get_similar_items
-- @param {string}
-- @return {array of tables}
local function get_similar_items(property)
local similarItems = {}
for _, v in pairs(heroes_data) do
if (v[property] ~= nil) then
table.insert(similarItems, v)
end
end
return similarItems
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 = heroes_data[hero_name] --check if hero key is passed instead
if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed
if(hero == nil) then return "Hero Not Found" end --both invalid, error
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 = heroes_data[hero_name] --check if hero key is passed instead
if(hero == nil) then hero = p.get_json_item(hero_name) end --check if hero name is passed
if(hero == nil) then return "Hero Not Found" end --both invalid, error
if (hero == nil) then return "Hero " .. hero_name .. " not found" end
local list = hero[var]
if (list == nil) then return "" 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
p.get_ability_key = function(frame)
local hero_key = frame.args[1]
local bound_slot_number = frame.args[2]
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end
local bound_abilities_data = hero_data["BoundAbilities"]
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
end
p.write_role_playstyle_quote = function(frame)
local hero_key = frame.args[1]
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then return hero_key.." not found" end
local role_key = hero_data["Role"]
local role_localized = lang_module.get_string(role_key, nil, 'en')
local playstyle_key = hero_data["Playstyle"]
local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en')
local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized
local template_args = {}
template_args[1] = ""
template_args[2] = str
return frame:expandTemplate{title = 'Quotation', args = template_args}
end
p.write_default_items = function(frame)
local hero_key = frame.args[1] --unlocalized
if (hero_key == nil) then return "No hero key provided" end
local str = ""
local hero = heroes_data[hero_key]
if (hero == nil) then return "Hero not found, must be unlocalized" end
local template_title = 'PageRef'
for i, item_key in ipairs(hero["RecommendedItems"]) do
template_args = {}
template_args[1] = lang_module.get_string(item_key, 'en')
template_args['alt_name'] = localize(item_key, item_key)
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
str = str .. "* " .. expanded_template .. "\n"
end
return str
end
--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
p.get_hero_scalar = function(frame)
local hero_key = frame.args[1]
local scaling_type = frame.args[2]
local hero_stat_key = frame.args[3]
local sig_figs_or_localize = frame.args[4]
local hero_data = heroes_data[hero_key]
if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if(hero_data == nil) then return "Hero not found." end
local scaling_data = hero_data[scaling_type .. "Scaling"]
if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. hero_key end
local scaling_value = scaling_data[hero_stat_key]
if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. hero_stat_key .. " for hero " .. hero_key end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
scaling_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
if (scaling_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(scaling_value)
end
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
return scaling_str
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.write_scalar_str(scaling_value, scaling_type)
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
-- 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_scaling_data(hero_data, hero_stat_key)
local scaling_type_full
local scaling_data
local scaling_value
local scaling_types = {"Spirit", "Level"}
local scaling_data_returned = {}
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
scaling_data_returned[scaling_value] = scaling_type
end
end
end
return scaling_data_returned
end
--HERO_NAME in english
--{{#invoke:HeroData|write_infobox|HERO_NAME}}--
p.write_infobox = function(frame)
-- Get hero data
hero_key = frame.args[1]
hero_data = heroes_data[hero_key]
if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end
local infobox_attributes = {
Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
Vitality = {'MaxHealth','BulletResist','TechResist','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"] = lang_module.get_string(hero_key, 'en')
template_args["name_localized"] = localize(hero_key, hero_key)
-- 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 = localize(stat_data["label"], stat_name)
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_KEY}}
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit
p.write_stat_infoboxes = function(frame)
local hero_key = frame.args[1]
if(hero_key == 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;">' --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 = heroes_data[hero_key]
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 = {CritDamageReceivedScale = true}
if (hero_data == nil) then return "Hero Not Found" end
local category_data = attribute_module.get_category_data()
local should_display
for _, category in ipairs(attribute_orders["category_order"]) do
if (category ~= "Spirit") then --hide Spirit section for now
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
local stat_data = stats[stat_name]
if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end
-- 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 = localize(stat_data["label"], stat_name)
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_data = p.get_hero_scaling_data(hero_data, stat_name)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
scaling_strs = scaling_strs .. scaling_str
end
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 .. scaling_strs .. "," .. 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
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",
"RoundsPerSecond",
"FireRate",
"ClipSize",
"ReloadTime",
"ReloadDelay",
"BulletsPerShot",
"BulletsPerBurst",
"BurstInterShotInterval",
"LightMeleeDamage",
"HeavyMeleeDamage",
"ReloadSingle",
"BulletSpeed",
"BulletGravityScale",
"FalloffStartRange",
"FalloffEndRange",
"BonusAttackRange",
"RoundsPerSecondAtMaxSpin",
"SpinAcceleration",
"SpinDeceleration"
},
Vitality = {
"MaxHealth",
"BaseHealthRegen",
"BulletResist",
"TechResist",
"CritDamageReceivedScale",
"MaxMoveSpeed",
"SprintSpeed",
"StaminaCooldown",
"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 is_disabled) then
--Add the row's stats
row_str = ""
-- Retrieve hero's localized name
hero_name = localize(hero_key, 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_data = p.get_hero_scaling_data(hero_data, attr_key)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
if (scaling_str ~= nil) then
scaling_strs = scaling_strs .. scaling_str
end
-- Scale the stat value
if (scaling_type == "Spirit") then
stat_value = stat_value + (spirit_power * scaling_value)
elseif (scaling_type == "Level") then
if attr_key == 'TechResist' or attr_key == 'BulletResist' then
-- each PI for resists is multiplicative
stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100
else
stat_value = stat_value + (power_increases * scaling_value)
end
end
end
end
if (not display_scaling_icons) then scaling_strs = "" 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 .. scaling_strs .. "</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
-- Used for keys that are not localized by Valve
local postfix_key_map = {
["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
["BulletsPerShot"] = "",
["BulletsPerBurst"] = "",
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
["ReloadSingle"] = "",
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
["SustainedDPS"] = "DPS_postfix",
["RoundsPerSecondAtMaxSpin"] = "",
["SpinAcceleration"] = "BonusFireRate_postfix",
["SpinDeceleration"] = "BonusFireRate_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 or attr_localized == "") 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 dictionary translate and postfix
attr_localized = dictionary_module.translate(attr_key)
postfix = lang_module.get_string(postfix_key_map[attr_key])
if postfix == nil then
return "attr_key " .. attr_key .. " must be added to postfix_key_map"
end
if postfix ~= "" then
postfix = " (" .. postfix .. ")"
end
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
function localize(key, fallback)
local result = lang_module.get_string(key)
if (result == "") or (result == nil) then
result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
end
return result
end
return p