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m Fix string to number conversion |
Pull item type from lang files |
||
| Line 1: | Line 1: | ||
local lang = require "Module:Lang" | |||
local p = {}; | local p = {}; | ||
local data = mw.loadJsonData("Data:ItemData.json") | local data = mw.loadJsonData("Data:ItemData.json") | ||
| Line 32: | Line 34: | ||
-- Adds commas delimiter to the thousands place | -- Adds commas delimiter to the thousands place | ||
local function Format(amount) | local function Format(amount) | ||
local contentLanguage = mw.language.getContentLanguage() | |||
local formatted = amount | local formatted = amount | ||
if(type(formatted) ~= "number") then return "<span style=\"color:red;\">Cannot format non-number value.</span>" end | if(type(formatted) ~= "number") then return "<span style=\"color:red;\">Cannot format non-number value.</span>" end | ||
return | return contentLanguage:formatNum(tonumber(formatted)) | ||
end | end | ||
| Line 58: | Line 60: | ||
if (item["Slot"] == "Weapon") then | if (item["Slot"] == "Weapon") then | ||
return | return lang.get_string('CitadelCategoryWeapon') | ||
elseif (item["Slot"] == "Armor") then | elseif (item["Slot"] == "Armor") then | ||
return | return lang.get_string('CitadelCategoryArmor') | ||
elseif (item["Slot"] == "Tech") then | elseif (item["Slot"] == "Tech") then | ||
return | return lang.get_string('CitadelCategoryTech') | ||
else | else | ||
return nil | return nil | ||
Revision as of 17:47, 20 May 2025
Loads data from Data:ItemData.json
Usage
{{#invoke:ItemData|FUNCTION_NAME|PARAMETER1|PARAMETER2}}
Functions
get_cost|ITEM_NAME- Returns the total cost including components.
get_type|ITEM_NAME- The ItemData.json has different names for each category: Weapon = Weapon, Vitality = Armor, Spirit = Tech. This function will return Weapon, Vitality, or Spirit
is_active|ITEM_NAME- returns true/false
get_prop|ITEM_NAME|PROPERTY- Returns the value of one of the item's properties. Check the json file for item properties.
- Automatically appends "%" to percentage-based properties and shows scaling templates (Boon/Ss) when applicable.
get_codename|ITEM_NAME- Returns the item's codename in game files
get_component_name|ITEM_NAME- Returns the display name of the item's first component (if any)
get_headcount- Returns the number of items that are not disabled
get_builds_into|ITEM_NAME- Returns a formatted list of items that use this item as a component, rendered with ItemIcon templates (e.g., "ItemIcon templates separated by commas and 'and'")
get_builds_into_count|ITEM_NAME- Returns the number of items that use this item as a component
get_builds_into_name|ITEM_NAME|INDEX- Returns the display name of the nth item (1-indexed) that uses this item as a component
Example
To get the total cost of Boundless Spirit you'd type:
{{#invoke:ItemData|get_cost|Boundless Spirit}}
and it would return:
6,400
To get Boundless Spirit's Spirit Power:
{{#invoke:ItemData|get_prop|Boundless Spirit|TechPower}}
and it would return:
30
If an item key (English name) has been provided, the item name can be replaced by:
{{#var:item_key_or_en}}
for example:
{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|TechPower}}
To get Boundless Spirit's codename:
{{#invoke:ItemData|get_codename|Boundless Spirit}}
and it would return:
upgrade_boundless_spirit
To find what items Debuff Reducer builds into:
{{#invoke:ItemData|get_builds_into|Debuff Reducer}}
and it would return:
Script error: The function "get_builds_into" does not exist.
local lang = require "Module:Lang"
local p = {};
local data = mw.loadJsonData("Data:ItemData.json")
---------------------------------------- Utility functions
-- Returns the table of a specific item
-- @function get_json_item
-- @param {string}
-- @return {table}
local function get_json_item(name)
for _, v in pairs(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(data) do
if (v[property] ~= nil) then
table.insert(similarItems, v)
end
end
return similarItems
end
-- Adds commas delimiter to the thousands place
local function Format(amount)
local contentLanguage = mw.language.getContentLanguage()
local formatted = amount
if(type(formatted) ~= "number") then return "<span style=\"color:red;\">Cannot format non-number value.</span>" end
return contentLanguage:formatNum(tonumber(formatted))
end
--- Get cost of an item
-- @function get_cost
-- @param {string}
-- @return {number}
local function get_cost(item_name)
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
return tonumber(item["Cost"])
end
--- Get type/slot/category of an item
-- @function get_type
-- @param {string}
-- @return {string}
local function get_type(item_name)
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if (item["Slot"] == "Weapon") then
return lang.get_string('CitadelCategoryWeapon')
elseif (item["Slot"] == "Armor") then
return lang.get_string('CitadelCategoryArmor')
elseif (item["Slot"] == "Tech") then
return lang.get_string('CitadelCategoryTech')
else
return nil
end
end
---------------------------------------- Invocable functions
--- {{#invoke:ItemData|get_cost|ITEM_NAME}} access point
p.get_cost = function(frame)
local item_name = frame.args[1]
return Format(get_cost(item_name))
end
-- Module access point
function p._get_cost(a)
a = tostring(a) or '0'
return get_cost(a)
end
-- {{#invoke:ItemData|get_type|ITEM_NAME}} access point
p.get_type = function(frame)
local item_name = frame.args[1]
return get_type(item_name)
end
-- Module access point
function p._get_type(a)
a = tostring(a) or ""
return get_type(a)
end
--{{#invoke:ItemData|is_active|ITEM_NAME}}--
p.is_active = function(frame)
local item_name = frame.args[1]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if (item["Activation"] == "Passive") then
return false
else
return true
end
end
--{{#invoke:ItemData|get_prop|ITEM_NAME|PROPERTY}}--
--check Data:ItemData.json for properties
p.get_prop = function(frame)
local tableValues = {}
local item_name = frame.args[1]
local property = frame.args[2]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if(type(item[property]) == "table") then
for i,v in pairs(item[property]) do
local tableValues = table.insert(tableValues, v)
end
return table.concat(tableValues, ", ")
end
return item[property]
end
p.get_component_name = function(frame)
local item_name = frame.args[1]
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
local components = item['Components']
--return empty string if no component found
if(components == nil) then return nil end
local component_key = components[1]
local component = data[component_key]
if (component == nil) then return nil end
return component['Name']
end
-- {{Items count}} access point
function p.get_headcount()
local iter = 0
local tbl = get_similar_items("IsDisabled")
for _, v in ipairs(tbl) do
if (v["IsDisabled"] == false and v["Name"] ~= nil) then
iter = iter + 1
end
end
return iter
end
--get codename of the item--
p.get_codename = function(frame)
local name = frame.args[1]
-- Exception for "Extended Magazine"
if name == "Extended Magazine" then
return "upgrade_clip_size"
end
for k, v in pairs(data) do
if v["Name"] == name then
return k -- returning the key (i.e., name of the table entry)
end
end
return nil -- return nil if not found
end
return p