Module:HeroDataArrays: Difference between revisions

start hero data grabber
 
No edit summary
Line 3: Line 3:
local inGameHeroData = {}
local inGameHeroData = {}


for heroKey, heroData in pairs(allHeroData) do
-- Just get heroes that are playable
for i, heroData in pairs(allHeroData) do
if heroData["IsDisabled"] == false and heroData["InDevelopment"] == false then
if heroData["IsDisabled"] == false and heroData["InDevelopment"] == false then
table.insert(inGameHeroData, heroData)
table.insert(inGameHeroData, heroData)
Line 11: Line 12:
local p = {}
local p = {}


-- heroDataArray takes as arguments any keys or path of keys in the HeroData JSON,
-- e.g. Name, MaxHealth or LevelScaling>Health. A path of keys should be specified
-- as such, with the ">" character separating subsequent keys.
--{{#invoke:HeroDataArrays|heroDataArray|...}}
p.heroDataArray = function(frame)
p.heroDataArray = function(frame)
local outData = {}
local outData = {}
for i, heroData in ipairs(inGameHeroData) do
for i, heroData in ipairs(inGameHeroData) do -- Iterate over each hero
local out = {}
local out = {}
for j, keyPath in pairs(frame.args) do
for j, key in pairs(frame.args) do
if type(keyPath)=="table" then  
if string.find(key, ">") ~= nil then -- If key is actually a path of keys,
local node = heroData
local node = heroData           -- starting with the biggest node heroData,
for k, key in pairs(keyPath) do
for k in string.gmatch(key, "([^>]+)") do -- iterate over each key,
node = node[key]
_node = node[k] -- progressing down each node in the path,
if _node == nil then -- trying the numeric index if the string
_node = node[tonumber(k)] -- index fails.
end
node = _node
end
end
out[table.concat(keyPath,"")] = node
out[key] = node
else
else
out[keyPath] = heroData[keyPath]
out[key] = heroData[key]
end
end
end
end
Line 31: Line 40:
return(outData)
return(outData)
end
end
--=p.heroDataArray{args={"Name", "MaxHealth", "{LevelScaling, Health}"}}


return p
return p