Module:ItemData

Revision as of 15:27, 12 June 2025 by Monster Domosed (talk | contribs) (proper item_type output instead of codenames)

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 p = {};
local lang = require "Module:Lang"
local util_module = require "Module:Utilities"
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}
--- Get type/slot/category of an item 
-- @function   get_type
-- @param      {string} item_name
-- @param      {boolean} raw (optional)
-- @return     {string}
local function get_type(item_name, raw)
	local item = get_json_item(item_name)
	if not item then 
		return "<span style=\"color:red;\">Item Not Found.</span>"
	end

	local slot = item["Slot"]
	if not slot then return nil end

	local key_map = {
		Weapon = 'CitadelCategoryWeapon',
		Armor = 'CitadelCategoryArmor',
		Tech = 'CitadelCategoryTech'
	}

	local key = key_map[slot]
	if not key then return nil end

	if raw then
		return lang.get_string(key, "en")
	else
		return lang.get_string(key)
	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]
	-- Accept 'raw' as string "true" (case sensitive)
	local raw = frame.args['raw'] == 'true'
	return get_type(item_name, raw)
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

--Get spirit scaling for a property
--{{#invoke:ItemData|get_scalar|ITEM_NAME|PROPERTY|sig_figs_or_localize}}--
p.get_scalar = function(frame)
	local item_name = frame.args[1]
	local property = frame.args[2]
	local sig_figs_or_localize = frame.args[3]
	local item = get_json_item(item_name)
	if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
	
	local scaling_data = item[scaling_type .. "Scaling"]
	if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. item end
	
	local scaling_value = scaling_data[property]
	if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. property .. " for item " .. item end

	--round
	if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
		scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
		if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
	end
	
	local scaling_str = p.write_scalar_str(scaling_value)
	if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
	
	return scaling_str
end

-- Retrieve spirit scaling of an hero's given property, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}}
function p.write_scalar_str(scaling_value)
	
	-- 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 item has a spirit scaling value with this property
	local template_title = "Template:Ss"
	
	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

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