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By default, sort all tables by english hero name |
Added support for new weapon data structure |
||
| Line 115: | Line 115: | ||
p.heroDpsTable = function(frame) | p.heroDpsTable = function(frame) | ||
local heroDpsData = heroDataArray({"Name","ReloadSingle","ReloadDelay","ReloadTime", | local heroDpsData = heroDataArray({"Name","Weapon>ReloadSingle","Weapon>ReloadDelay","Weapon>ReloadTime", | ||
"ClipSize","RoundsPerSecond","BulletDamage","BulletsPerShot"}) | "Weapon>ClipSize","Weapon>RoundsPerSecond","Weapon>BulletDamage","Weapon>BulletsPerShot"}) | ||
local rows = {} | local rows = {} | ||
| Line 122: | Line 122: | ||
table.insert(rows, { | table.insert(rows, { | ||
name = name, | name = name, | ||
reloadDelay = data["ReloadDelay"] or 0, | reloadDelay = data["Weapon>ReloadDelay"] or 0, | ||
reloadTime = data["ReloadTime"] or 0, | reloadTime = data["Weapon>ReloadTime"] or 0, | ||
clipSize = data["ClipSize"] or 0, | clipSize = data["Weapon>ClipSize"] or 0, | ||
roundsPerSecond = data["RoundsPerSecond"] or 0, | roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0, | ||
bulletDamage = data["BulletDamage"] or 0, | bulletDamage = data["Weapon>BulletDamage"] or 0, | ||
bulletsPerShot = data["BulletsPerShot"] or 0 | bulletsPerShot = data["Weapon>BulletsPerShot"] or 0 | ||
}) | }) | ||
end | end | ||
| Line 149: | Line 149: | ||
p.heroBulletSpeedTable = function(frame) | p.heroBulletSpeedTable = function(frame) | ||
local heroBulletSpeedData = heroDataArray({"Name", "BulletSpeed"}) | local heroBulletSpeedData = heroDataArray({"Name", "Weapon>BulletSpeed"}) | ||
local rows = {} | local rows = {} | ||
| Line 155: | Line 155: | ||
table.insert(rows, { | table.insert(rows, { | ||
name = name, | name = name, | ||
bulletSpeed = data["BulletSpeed"] or 0 | bulletSpeed = data["Weapon>BulletSpeed"] or 0 | ||
}) | }) | ||
end | end | ||
| Line 176: | Line 176: | ||
p.heroClipSizeTable = function(frame) | p.heroClipSizeTable = function(frame) | ||
local heroClipSizeData = heroDataArray({"Name", "ClipSize"}) | local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize"}) | ||
local rows = {} | local rows = {} | ||
| Line 182: | Line 182: | ||
table.insert(rows, { | table.insert(rows, { | ||
name = name, | name = name, | ||
clipSize = data["ClipSize"] or 0 | clipSize = data["Weapon>ClipSize"] or 0 | ||
}) | }) | ||
end | end | ||
| Line 230: | Line 230: | ||
p.heroRoundsPerSecondTable = function(frame) | p.heroRoundsPerSecondTable = function(frame) | ||
local heroRoundsPerSecondData = heroDataArray({"Name", "RoundsPerSecond"}) | local heroRoundsPerSecondData = heroDataArray({"Name", "Weapon>RoundsPerSecond"}) | ||
local rows = {} | local rows = {} | ||
| Line 236: | Line 236: | ||
table.insert(rows, { | table.insert(rows, { | ||
name = name, | name = name, | ||
roundsPerSecond = data["RoundsPerSecond"] or 0 | roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0 | ||
}) | }) | ||
end | end | ||
| Line 257: | Line 257: | ||
p.heroFalloffRangeTable = function(frame) | p.heroFalloffRangeTable = function(frame) | ||
local heroFalloffRangeData = heroDataArray({"Name", "FalloffStartRange", "FalloffEndRange"}) | local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange"}) | ||
local rows = {} | local rows = {} | ||
| Line 263: | Line 263: | ||
table.insert(rows, { | table.insert(rows, { | ||
name = name, | name = name, | ||
falloffStartRange = data["FalloffStartRange"] or 0, | falloffStartRange = data["Weapon>FalloffStartRange"] or 0, | ||
falloffEndRange = data["FalloffEndRange"] or 0 | falloffEndRange = data["Weapon>FalloffEndRange"] or 0 | ||
}) | }) | ||
end | end | ||
| Line 286: | Line 286: | ||
p.heroBulletDamageTable = function(frame) | p.heroBulletDamageTable = function(frame) | ||
-- Pull data | -- Pull data | ||
local heroBulletDamageData = heroDataArray({"Name", "BulletDamage", "LevelScaling>BulletDamage"}) | local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage"}) | ||
local rows = {} | local rows = {} | ||
| Line 292: | Line 292: | ||
table.insert(rows, { | table.insert(rows, { | ||
name = name, | name = name, | ||
bulletDamage = tonumber(data["BulletDamage"]) or 0, | bulletDamage = tonumber(data["Weapon>BulletDamage"]) or 0, | ||
scalingDamage = tonumber(data["LevelScaling>BulletDamage"]) or 0 | scalingDamage = tonumber(data["LevelScaling>BulletDamage"]) or 0 | ||
}) | }) | ||
| Line 431: | Line 431: | ||
p.heroReloadTable = function(frame) | p.heroReloadTable = function(frame) | ||
local heroReloadData = heroDataArray({"Name", "ReloadTime"}) | local heroReloadData = heroDataArray({"Name", "Weapon>ReloadTime"}) | ||
-- 1. collect rows | -- 1. collect rows | ||
| Line 438: | Line 438: | ||
table.insert(rows, { | table.insert(rows, { | ||
name = name, | name = name, | ||
reloadTime = tonumber(data | reloadTime = tonumber(data["Weapon>ReloadTime"]) or 0 | ||
}) | }) | ||
end | end | ||
Revision as of 23:07, 12 November 2025
Overview
This module consists of one generic function, heroDataArray, and a series of functions that create specific wikitables using the output from heroDataArray.
local p = {};
local util_module = require('Module:Utilities')
local allHeroData = mw.loadJsonData("Data:HeroData.json")
local soul_unlock = require('Module:SoulUnlock')
local inGameHeroData = {}
-- Just get heroes that are playable
for i, heroData in pairs(allHeroData) do
if heroData["InDevelopment"] == false then
if heroData["IsDisabled"] == false then
table.insert(inGameHeroData, heroData)
end
end
end
-- Helper function to round numeric values
local function roundValue(value)
if type(value) == "number" then
return util_module.round_to_sig_fig(value, 3)
end
return value
end
-- heroDataArray takes as argument a table of any length containing keys or
-- paths of keys in the HeroData JSON, e.g. {Name, MaxHealth, LevelScaling>Health}.
-- A path of keys should be specified as such, with the ">" character separating
-- subsequent keys.
local heroDataArray = function(args)
local outData = {}
for i, heroData in ipairs(inGameHeroData) do -- Iterate over each hero
local out = {} -- First creating a table to hold data
for j, key in pairs(args) do -- Iterate over each key:
if string.find(key, ">") ~= nil then -- If the key is actually a path of keys,
local node = heroData -- start with the biggest node heroData, and
for k in string.gmatch(key, "([^>]+)") do -- iterate over each key, splitting on ">",
if node and node[k] ~= nil then -- trying the key as a string e.g. "1", (Added 'node and' for safety)
node = node[k]
elseif node and node[tonumber(k)] ~= nil then -- else using the key as numeric, (Added 'node and' for safety)
node = node[tonumber(k)]
else -- If at any point the path breaks, the result is nil
node = nil
break
end -- drilling down the JSON node after node
end
out[key] = roundValue(node) -- until outputting the final node (rounded)
else
out[key] = roundValue(heroData[key]) -- or just grab the data if not a path (rounded)
end
end
outData[heroData["Name"]] = out -- Save data in the big table of heroes
end
return(outData)
end
p.heroHealthTable = function(frame)
-- Pull data
local heroHealthData = heroDataArray({"Name", "MaxHealth", "LevelScaling>MaxHealth"})
local rows = {}
for name, data in pairs(heroHealthData) do
table.insert(rows, {
name = name,
maxHealth = tonumber(data["MaxHealth"]) or 0,
scalingHealth = tonumber(data["LevelScaling>MaxHealth"]) or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
-- Input table will be called a, output wikitable will be called z
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Health Stats \n"..
"! Hero !! Starting !! Added per Boon !! At Max Boon \n"
-- Iterate over heroes adding a new row to the wikitable for each
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.maxHealth.." || +"..r.scalingHealth.." || "..
tostring(roundValue(r.maxHealth + r.scalingHealth * soul_unlock.get_max('PowerIncrease'))).." \n"
end
z = z.."|}"
return z
end
p.heroRegenTable = function(frame)
local heroRegenData = heroDataArray({"Name", "BaseHealthRegen"})
local rows = {}
for name, data in pairs(heroRegenData) do
table.insert(rows, {
name = name,
baseHealthRegen = data["BaseHealthRegen"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Health Regen \n"..
"! Hero !! HP/s \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.baseHealthRegen.." \n"
end
z = z.."|}"
return z
end
p.heroDpsTable = function(frame)
local heroDpsData = heroDataArray({"Name","Weapon>ReloadSingle","Weapon>ReloadDelay","Weapon>ReloadTime",
"Weapon>ClipSize","Weapon>RoundsPerSecond","Weapon>BulletDamage","Weapon>BulletsPerShot"})
local rows = {}
for name, data in pairs(heroDpsData) do
table.insert(rows, {
name = name,
reloadDelay = data["Weapon>ReloadDelay"] or 0,
reloadTime = data["Weapon>ReloadTime"] or 0,
clipSize = data["Weapon>ClipSize"] or 0,
roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0,
bulletDamage = data["Weapon>BulletDamage"] or 0,
bulletsPerShot = data["Weapon>BulletsPerShot"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Damage \n"..
"! Hero !! Reload Delay (s) !! Reload Time (s) !! Ammo !! Bullets per sec !! Bullet Damage !! Bullets Per Shot \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.reloadDelay.." || "..r.reloadTime.." || "..r.clipSize..
" || "..r.roundsPerSecond.." || "..r.bulletDamage.." || "..r.bulletsPerShot.." \n"
end
z = z.."|}"
return z
end
p.heroBulletSpeedTable = function(frame)
local heroBulletSpeedData = heroDataArray({"Name", "Weapon>BulletSpeed"})
local rows = {}
for name, data in pairs(heroBulletSpeedData) do
table.insert(rows, {
name = name,
bulletSpeed = data["Weapon>BulletSpeed"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Base Bullet Velocity \n"..
"! Hero !! m/s \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.bulletSpeed.." \n"
end
z = z.."|}"
return z
end
p.heroClipSizeTable = function(frame)
local heroClipSizeData = heroDataArray({"Name", "Weapon>ClipSize"})
local rows = {}
for name, data in pairs(heroClipSizeData) do
table.insert(rows, {
name = name,
clipSize = data["Weapon>ClipSize"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Base Ammo Count \n"..
"! Hero !! Ammo \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.clipSize.." \n"
end
z = z.."|}"
return z
end
p.heroMoveSpeedTable = function(frame)
local heroMoveSpeedData = heroDataArray({"Name", "MoveSpeed"})
local rows = {}
for name, data in pairs(heroMoveSpeedData) do
table.insert(rows, {
name = name,
moveSpeed = data["MoveSpeed"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Base Movement Speed \n"..
"! Hero !! m/s \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.moveSpeed.." \n"
end
z = z.."|}"
return z
end
p.heroRoundsPerSecondTable = function(frame)
local heroRoundsPerSecondData = heroDataArray({"Name", "Weapon>RoundsPerSecond"})
local rows = {}
for name, data in pairs(heroRoundsPerSecondData) do
table.insert(rows, {
name = name,
roundsPerSecond = data["Weapon>RoundsPerSecond"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Base Fire Rate \n"..
"! Hero !! Rounds/s \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.roundsPerSecond.." \n"
end
z = z.."|}"
return z
end
p.heroFalloffRangeTable = function(frame)
local heroFalloffRangeData = heroDataArray({"Name", "Weapon>FalloffStartRange", "Weapon>FalloffEndRange"})
local rows = {}
for name, data in pairs(heroFalloffRangeData) do
table.insert(rows, {
name = name,
falloffStartRange = data["Weapon>FalloffStartRange"] or 0,
falloffEndRange = data["Weapon>FalloffEndRange"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Base Falloff Range \n"..
"! Hero !! Minimum Range (m) !! Maximum Range (m) \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.falloffStartRange.." || "..r.falloffEndRange.." \n"
end
z = z.."|}"
return z
end
p.heroBulletDamageTable = function(frame)
-- Pull data
local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage"})
local rows = {}
for name, data in pairs(heroBulletDamageData) do
table.insert(rows, {
name = name,
bulletDamage = tonumber(data["Weapon>BulletDamage"]) or 0,
scalingDamage = tonumber(data["LevelScaling>BulletDamage"]) or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Bullet Damage Stats \n"..
"! Hero !! Starting !! Added per Boon !! At Max Boon \n"
-- Iterate over heroes adding a new row to the wikitable for each
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.bulletDamage.." || +"..r.scalingDamage.." || "..
tostring(roundValue(r.bulletDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
end
z = z.."|}"
return z
end
p.heroLightMeleeTable = function(frame)
-- Pull data
local heroLightMeleeData = heroDataArray({"Name", "LightMeleeDamage", "LevelScaling>LightMeleeDamage"})
local rows = {}
for name, data in pairs(heroLightMeleeData) do
table.insert(rows, {
name = name,
lightMeleeDamage = tonumber(data["LightMeleeDamage"]) or 0,
scalingDamage = tonumber(data["LevelScaling>LightMeleeDamage"]) or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Light Melee Stats \n"..
"! Hero !! Starting !! Added per Boon !! At Max Boon \n"
-- Iterate over heroes adding a new row to the wikitable for each
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.lightMeleeDamage.." || +"..r.scalingDamage.." || "..
tostring(roundValue(r.lightMeleeDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
end
z = z.."|}"
return z
end
p.heroHeavyMeleeTable = function(frame)
-- Pull data
local heroHeavyMeleeData = heroDataArray({"Name", "HeavyMeleeDamage", "LevelScaling>HeavyMeleeDamage"})
local rows = {}
for name, data in pairs(heroHeavyMeleeData) do
table.insert(rows, {
name = name,
heavyMeleeDamage = tonumber(data["HeavyMeleeDamage"]) or 0,
scalingDamage = tonumber(data["LevelScaling>HeavyMeleeDamage"]) or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Heavy Melee Stats \n"..
"! Hero !! Starting !! Added per Boon !! At Max Boon \n"
-- Iterate over heroes adding a new row to the wikitable for each
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.heavyMeleeDamage.." || +"..r.scalingDamage.." || "..
tostring(roundValue(r.heavyMeleeDamage + r.scalingDamage * soul_unlock.get_max('PowerIncrease'))).." \n"
end
z = z.."|}"
return z
end
p.heroStaminaTable = function(frame)
local heroStaminaData = heroDataArray({"Name", "Stamina"})
local rows = {}
for name, data in pairs(heroStaminaData) do
table.insert(rows, {
name = name,
stamina = data["Stamina"] or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Stamina Stats \n"..
"! Hero !! Stamina Bars \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.stamina.." \n"
end
z = z.."|}"
return z
end
p.heroDashTable = function(frame)
local heroDashData = heroDataArray({"Name", "GroundDashDuration"})
local rows = {}
for name, data in pairs(heroDashData) do
table.insert(rows, {
name = name,
duration = tonumber(data.GroundDashDuration) or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = '{| class="wikitable sortable mw-collapsible" style="text-align:center"\n' ..
'|+ Hero Base Dash Speed Stats\n' ..
'! Hero !! Dash Speed (s)\n'
for _, r in ipairs(rows) do
z = z .. '|-\n| style="text-align:left;" | ' ..
frame:expandTemplate{title = 'PageRef', args = {r.name}} ..
' || ' .. r.duration .. '\n'
end
return z .. '|}'
end
p.heroReloadTable = function(frame)
local heroReloadData = heroDataArray({"Name", "Weapon>ReloadTime"})
-- 1. collect rows
local rows = {}
for name, data in pairs(heroReloadData) do
table.insert(rows, {
name = name,
reloadTime = tonumber(data["Weapon>ReloadTime"]) or 0
})
end
-- 2. alphabetical by hero name
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
-- 3. build table
local z = '{| class="wikitable sortable mw-collapsible" style="text-align:center"\n' ..
'|+ Hero Base Reload Time Stats\n' ..
'! Hero !! Reload Time (s)\n'
for _, r in ipairs(rows) do
z = z ..
'|-\n' ..
'| style="text-align:left;" | ' ..
frame:expandTemplate{title = 'PageRef', args = {r.name}} ..
' || ' .. r.reloadTime .. '\n'
end
return z .. '|}'
end
p.heroMoveSpeedTable = function(frame)
local heroMoveSpeedData = heroDataArray({"Name", "MaxMoveSpeed", "SprintSpeed"})
local rows = {}
for name, data in pairs(heroMoveSpeedData) do
table.insert(rows, {
name = name,
moveSpeed = tonumber(data["MaxMoveSpeed"]) or 0,
sprintSpeed = tonumber(data["SprintSpeed"]) or 0
})
end
table.sort(rows, function(a, b) return a.name:lower() < b.name:lower() end)
local z = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n"..
"|+ Hero Base Move Speed Stats \n"..
"! Hero !! Move Speed !! Sprint Speed !! Total Sprint Speed \n"
for _, r in ipairs(rows) do
z = z..
"|- \n"..
"| style=\"text-align:left;\" | "..
frame:expandTemplate{title="PageRef", args={r.name}}..
" || "..r.moveSpeed.." || "..r.sprintSpeed.." || "..r.moveSpeed + r.sprintSpeed .." \n"
end
z = z.."|}"
return z
end
return p