Editing Module:Item Navbox

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local p = {}
local p = {}
local items_data = mw.loadJsonData("Data:ItemData.json")
local items_data = mw.loadJsonData("Data:ItemData.json")
local items_module = require("Module:ItemData")
local lang_module = require('Module:Lang')
local lang_module = require('Module:Lang')
local generic_module = require('Module:GenericData')
local util_module = require('Module:Utilities')
-- Exceptions if the link is different from the item name
local linkOverrides = {
    ["Bullet Lifesteal"] = "Bullet Lifesteal (item)",
    ["Spirit Lifesteal"] = "Spirit Lifesteal (item)"
}


-- Cached items grouped by slot to prevent redundant full-table evaluations
-- Cached items grouped by slot to prevent redundant full-table evaluations
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end
end


-- Directly fetches and formats ItemIcons for the navbox
-- Writes list of items of a certain slot within the min and max soul bounds
local function get_item_icons(slot, min_souls, max_souls, filter_mode)
local function write_wrapped_item_list(slot, min_souls, max_souls, template, sep, filter_mode)
     if slot ~= 'Weapon' and slot ~= 'Armor' and slot ~= 'Tech' then return '' end
     if slot ~= 'Weapon' and slot ~= 'Armor' and slot ~= 'Tech' then
   
        return 'slot must be Weapon, Armor (Vitality), or Tech (Spirit)'
    local lang_code = lang_module.get_lang_code()
    local items = {}
    local slot_items = get_items_by_slot(slot)
   
    for _, item_entry in ipairs(slot_items) do
        local item_key = item_entry.key
        local item_data = item_entry.data
       
        local this_cost = tonumber(item_data["Cost"])
        local is_street_brawl = item_data["StreetBrawl"] == true
        local should_include = true
       
        if filter_mode == "street_brawl_only" and not is_street_brawl then
            should_include = false
        elseif filter_mode == "exclude_street_brawl" and is_street_brawl then
            should_include = false
        end
       
        if should_include and item_data["Name"] ~= nil and item_data["IsDisabled"] == false and this_cost ~= nil then
            if this_cost >= min_souls and this_cost < max_souls then
                local item_name_english = lang_module.get_string(item_key, "en")
                local item_name_local = lang_module.get_string(item_key, lang_code)
               
                local item_template
                if lang_code == "en" then
                    item_template = "{{ItemIcon|" .. item_name_english .. "|size=26px}}"
                else
                    item_template = "{{ItemIcon|" .. item_name_english .. "|lang=" .. lang_code .. "|l1=" .. item_name_local .. "|size=26px}}"
                end
               
                local search_data = item_name_english
                if lang_code ~= "en" and item_name_local then
                    search_data = search_data .. " " .. item_name_local
                end
               
                item_template = '<span class="item-nav-search-wrapper"><span class="item-nav-search-item" data-item-name="' .. search_data .. '">' .. item_template .. '</span>'
                table.insert(items, item_template)
            end
        end
     end
     end
      
      
     table.sort(items)
     local min_souls = tonumber(min_souls)
   
     local max_souls = tonumber(max_souls)
    -- Append closing tags and bullets
     if min_souls == nil or max_souls == nil then return 'Min/Max souls must be numerical' end
     local total_items = #items
     for i = 1, total_items do
        if i == total_items then
            items[i] = items[i] .. '</span>'
        else
            items[i] = items[i] .. '<span class="item-nav-search-sep"> &bull; </span></span>'
        end
    end
      
      
     return table.concat(items, '')
     filter_mode = filter_mode or "all"
end
      
      
-- Gets list of item codenames
    -- Lifted out of the loop: Language code doesn't change per item
local function get_item_codenames(slot, min_souls, max_souls, filter_mode, frame)
    local lang_code = lang_module.get_lang_code()  
    if slot ~= 'Weapon' and slot ~= 'Armor' and slot ~= 'Tech' then return '' end
      
      
    local lang_code = lang_module.get_lang_code()
     local items = {}
     local items = {}
     local slot_items = get_items_by_slot(slot)  
     local slot_items = get_items_by_slot(slot) -- Drastically reduces search pool size
      
      
     for _, item_entry in ipairs(slot_items) do
     for _, item_entry in ipairs(slot_items) do
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         local should_include = true
         local should_include = true
          
          
        -- Filter logic for Street Brawl items
         if filter_mode == "street_brawl_only" and not is_street_brawl then
         if filter_mode == "street_brawl_only" and not is_street_brawl then
             should_include = false
             should_include = false
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             if this_cost >= min_souls and this_cost < max_souls then
             if this_cost >= min_souls and this_cost < max_souls then
                 local item_name_english = lang_module.get_string(item_key, "en")
                 local item_name_english = lang_module.get_string(item_key, "en")
                local item_link = linkOverrides[item_name_english] or item_name_english
                 local item_name_local = lang_module.get_string(item_key, lang_code)
                 local item_name_local = lang_module.get_string(item_key, lang_code)
               
                local codename_frame = {
                    args = { item_name_english }
                }
                local item_codename = items_module.get_codename(codename_frame)
                  
                  
                 local item_template
                 local item_template
                 if lang_code == "en" then
                 if template == "ItemIcon" then
                     item_template = "{{ItemIcon|" .. item_name_english .. "|l1=" .. item_codename .. "|size=26px}}"
                    if lang_code == "en" then
                        item_template = "{{ItemIcon|" .. item_name_english .. "|size=26px}}"
                     else
                        item_template = "{{ItemIcon|" .. item_name_english .. "|lang=" .. lang_code .. "|l1=" .. item_name_local .. "|size=26px}}"
                    end
                   
                    local search_data = item_name_english
                    if lang_code ~= "en" and item_name_local then
                        search_data = search_data .. " " .. item_name_local
                    end
                   
                    item_template = '<span class="item-nav-search-wrapper"><span class="item-nav-search-item" data-item-name="' .. search_data .. '">' .. item_template .. '</span>'
                elseif template == "ItemBox" then
                    if lang_code == "en" then
                        if is_street_brawl then
                            item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. item_link .. "|overrideTier=5}}"
                        else
                            item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. item_link .. "}}"
                        end
                    else
                        local link_local = item_link .. "/" .. lang_code
                        if is_street_brawl then
                            item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. link_local .. "|item_price={{#invoke:Lang|get_string|Citadel_ItemDraft_Legendary}}}}"
                        else
                            item_template = "{{ItemBox|itemName=" .. item_name_english .. "|overrideLinkClick=" .. link_local .. "}}"
                        end
                    end
                 else
                 else
                     item_template = "{{ItemIcon|" .. item_name_english .. "|lang=" .. lang_code .. "|l1=" .. item_name_local .. "|size=26px}}"
                     return "Invalid template type"
                 end
                 end
               
                local search_data = item_name_english
                if lang_code ~= "en" and item_name_local then
                    search_data = search_data .. " " .. item_name_local
                end
               
                item_template = '<span class="item-nav-search-wrapper"><span class="item-nav-search-item" data-item-name="' .. search_data .. '">' .. item_template .. '</span>'
                 table.insert(items, item_template)
                 table.insert(items, item_template)
             end
             end
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     end
     end
      
      
    -- Order list alphabetically
     table.sort(items)
     table.sort(items)
      
      
     -- Append closing tags and bullets
     -- Append closing tags and bullets
     local total_items = #items
     if template == "ItemIcon" then
    for i = 1, total_items do
        local total_items = #items
        if i == total_items then
        for i = 1, total_items do
            items[i] = items[i] .. '</span>'
            if i == total_items then
        else
                items[i] = items[i] .. '</span>'
            items[i] = items[i] .. '<span class="item-nav-search-sep"> &bull; </span></span>'
            else
                items[i] = items[i] .. '<span class="item-nav-search-sep"> &bull; </span></span>'
            end
         end
         end
     end
     end
      
      
     return table.concat(items, '')
     return table.concat(items, sep)
end
end


-- Generates the full HTML item navbox recursively and efficiently
-- Generates the full HTML item navbox recursively and efficiently
function p.generate_full_navbox(frame)
function p.generate_full_navbox(frame)
     local debug_mode = type(frame) == "table" and frame.args and frame.args["debug_mode"] or nil
     local debug_mode
    if type(frame) == "table" and frame.args then
        debug_mode = frame.args["debug_mode"]
    end


     local html = {}
     local html = {}
table.insert(html, '<div class="itemnav-header"> [[Items]] <div class="item-nav-search-container"></div></div>\n')
     table.insert(html, '<div class="itemnav-container"><templatestyles src="User:Kai/mp/itemnavbox/styles.css"/>\n')
     table.insert(html, '<div class="itemnav-container"><templatestyles src="Item Navbox/styles.css"/>\n')


     -- Maps Headers to Slots and distinct CSS Classes
     -- Maps Headers to Slots and distinct CSS Classes
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         for _, tier in ipairs(tiers) do
         for _, tier in ipairs(tiers) do
             local css_class = "itemnav-soul " .. (tier.extra_css or "") .. cat.css
             local css_class = "itemnav-soul " .. (tier.extra_css or "") .. cat.css
             local items_wikitext = get_item_icons(cat.slot, tier.min, tier.max, nil)
            -- Fetch items purely in lua without invoking preprocessing mid-loop
             local items_wikitext = write_wrapped_item_list(cat.slot, tier.min, tier.max, "ItemIcon", '', nil)


             table.insert(html, '\n<div class="itemnav-tier-row">\n')
             table.insert(html, '\n<div class="imsodonenamingclasses">\n')
             table.insert(html, '<div class="' .. css_class .. '">' .. tier.label .. '</div><!--\n')
             table.insert(html, '<div class="' .. css_class .. '">' .. tier.label .. '</div><div class="itemnav-cost-type-container">' .. items_wikitext .. '</div>\n')
            table.insert(html, '--><div class="itemnav-cost-type-container">' .. items_wikitext .. '</div>\n')
             table.insert(html, '</div>\n')
             table.insert(html, '</div>\n')
         end
         end
Line 199: Line 176:
     table.insert(html, '\n</div>')
     table.insert(html, '\n</div>')


     -- Only ONE preprocess call for the entire structure
     -- Only ONE preprocess call for the entire structure!
     return process_debug_mode(table.concat(html), debug_mode)
     local final_wikitext = table.concat(html)
    return process_debug_mode(final_wikitext, debug_mode)
end
end


-- Generates navbox with codenames
-- for [[Template:Item Navbox]]
function p.generate_full_navbox_codenames(frame)
function p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode, filter_mode)
     local debug_mode = type(frame) == "table" and frame.args and frame.args["debug_mode"] or nil
     if type(slot) == "table" and slot.args then
        local frame = slot
        slot = frame.args[1]
        min_souls = frame.args[2]
        max_souls = frame.args[3]
        debug_mode = frame.args["debug_mode"]
        filter_mode = frame.args["filter"]
    end
   
    local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemIcon", '', filter_mode)
    return process_debug_mode(item_list, debug_mode)
end


    local html = {}
-- for [[Template:Infobox ShopItems]]
table.insert(html, '<div class="itemnav-header"> [[Items]] <div class="item-nav-search-container"></div></div>\n')
function p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode, filter_mode)
    table.insert(html, '<div class="itemnav-container"><templatestyles src="Item Navbox/styles.css"/>\n')
    if type(slot) == "table" and slot.args then
        local frame = slot
        slot = frame.args[1]
        min_souls = frame.args[2]
        max_souls = frame.args[3]
        debug_mode = frame.args["debug_mode"]
        filter_mode = frame.args["filter"]
    end
   
    local item_list = write_wrapped_item_list(slot, min_souls, max_souls, "ItemBox", ' ', filter_mode)
    return process_debug_mode(item_list, debug_mode)
end


    -- Maps Headers to Slots and distinct CSS Classes
-- for [[Template:Item Navbox]] subgroup rows
     local categories = {
function p.write_item_slot_subgroup(frame)
        { header = "Weapon",  slot = "Weapon", css = "itemnav-weapon" },
     local slot = frame.args[1]
         { header = "Vitality", slot = "Armor",  css = "itemnav-vitality" },
    local type_func = frame.args[2]
         { header = "Spirit",  slot = "Tech",   css = "itemnav-tech" }
    local debug_mode = frame.args['debug_mode']
    local street_brawl_label = frame.args['street_brawl_label'] or '{{Legendary|{{#invoke:Lang|get_string|Citadel_ItemDraft_Legendary}}}}'
   
    if slot == nil then return "'slot' parameter is required" end
   
    local template_args = {
        ["groupstyle"] = "background-color:" .. util_module.get_slot_color(slot) .. ";width:10%;min-width:70px;border-radius: 8px 0 0 8px",
         ["grouppadding"] = "5px",
         ["listpadding"] = "0 0.25rem",
     }
     }
   
    local soul_style = "font-size: 12px; text-shadow: 1px 1px rgba(0, 0, 0, 0.3);"
    local prices = generic_module.get_item_price_per_tier()
    local group_index = 1
   
    for i, souls in ipairs(prices) do
        local min_souls = souls
       
        if min_souls ~= 0 then
            local max_souls = prices[i+1] or (min_souls * 10)
           
            local list
            if type_func == 'get_item_nav_cards' then
                list = p.get_item_nav_cards(slot, min_souls, max_souls, debug_mode, "exclude_street_brawl")
            elseif type_func == 'get_item_nav_bulletpoints' then
                list = p.get_item_nav_bulletpoints(slot, min_souls, max_souls, debug_mode, "exclude_street_brawl")
            else
                return "'type' should be get_item_nav_cards or get_item_nav_bulletpoints"
            end
           
            if list and list ~= "" then
                template_args["group" .. group_index] = frame:expandTemplate{title="Souls", args={[1] = min_souls, ["Shadow"] = soul_style}}
                template_args["list" .. group_index] = list
                group_index = group_index + 1
            end
        end
    end
   
    local sb_list
    if type_func == 'get_item_nav_cards' then
        sb_list = p.get_item_nav_cards(slot, 0, 999999, debug_mode, "street_brawl_only")
    elseif type_func == 'get_item_nav_bulletpoints' then
        sb_list = p.get_item_nav_bulletpoints(slot, 0, 999999, debug_mode, "street_brawl_only")
    end
   
    if sb_list and sb_list ~= "" then
        local sb_style = "color:#98ffde; font-family:'Retail Demo', sans-serif; text-wrap: nowrap; text-shadow: 0px 0px 2px #2c312e, 1.3px 1.3px rgba(0, 0, 0, 0.2);padding:5px;"
        local sb_link_text = "[[Street Brawl{{if_lang}}|<span style=\"" .. sb_style .. "\"><b>" .. street_brawl_label .. "</b></span>]]"
        template_args["group" .. group_index] = frame:preprocess(sb_link_text)
        template_args["list" .. group_index] = sb_list
    end
   
    return frame:expandTemplate{title="Navbox subgroup", args=template_args}
end


    -- Maps tier boundaries and formatting
-- for [[Template:Active Items]]
     local tiers = {
function p.generate_active_items_table(frame)
         { label = "{{Souls|800}}", min = 0, max = 801 },
     local active_items = {}
        { label = "{{Souls|1600}}", min = 801, max = 1601 },
   
        { label = "{{Souls|3200}}", min = 1601, max = 3201 },
    for item_key, item_data in pairs(items_data) do
        { label = "{{Souls|6400}}", min = 3201, max = 6401 },
        local cost = tonumber(item_data["Cost"])
        { label = "[[Street Brawl|{{Legendary|{{#invoke:Lang|get_string|Citadel_ItemDraft_Legendary}}}}]]", min = 6401, max = 99999, extra_css = "itemnav-legendary " }
         if item_data["Name"] and
     }
          item_data["IsDisabled"] == false and
 
          cost ~= nil and cost > 0 and
     for _, cat in ipairs(categories) do
          item_data["Activation"] and
         table.insert(html, '\n<div class="itemnav-type-header">\'\'\'' .. cat.header .. '\'\'\'</div>\n')
          item_data["Activation"] ~= "Passive" then
        table.insert(html, '<div class="itemnav-type-container">\n')
           
 
            table.insert(active_items, {
        for _, tier in ipairs(tiers) do
                name = item_data["Name"],
             local css_class = "itemnav-soul " .. (tier.extra_css or "") .. cat.css
                key = item_key,
            local items_wikitext = get_item_codenames(cat.slot, tier.min, tier.max, nil)
                cost = cost,
 
                slot = item_data["Slot"] or "Weapon",
             table.insert(html, '\n<div class="itemnav-tier-row">\n')
                has_active_desc = item_data["ActiveDescription"] ~= nil
             table.insert(html, '<div class="' .. css_class .. '">' .. tier.label .. '</div><!--\n')
            })
             table.insert(html, '--><div class="itemnav-cost-type-container">' .. items_wikitext .. '</div>\n')
        end
             table.insert(html, '</div>\n')
    end
   
    table.sort(active_items, function(a, b) return a.name < b.name end)
   
    -- Optimized string compilation using a structural buffer table
    local rows = {}
    table.insert(rows, [=[{| class="wikitable mw-collapsible sortable" style="width:100%"
|+{{#invoke:Dictionary|translate|Active Items}}
! colspan="2" | {{#invoke:Lang|get_string|Citadel_HeroBuilds_CategoryNameLabel}}
! {{#invoke:Lang|get_string|Citadel_UserFeedback_TypeLabel}}
! {{Souls|{{#invoke:Dictionary|translate|Cost}}}}
! {{#invoke:Lang|get_string|Citadel_Mod_Tooltip_Active}}
! {{#invoke:Lang|get_string|AbilityCooldown_label}}]=])
      
     for _, item in ipairs(active_items) do
         local item_class, item_type
        if item.slot == "Armor" then
            item_class = "item-bg-armor"
             item_type = "Armor"
        elseif item.slot == "Tech" then
             item_class = "item-bg-tech"
             item_type = "Tech"
        else
             item_class = "item-bg-weapon"
             item_type = "Weapon"
         end
         end
 
       
         table.insert(html, '\n</div>\n')
        local row = string.format([=[
|-
! class="%s" | [[File:%s.png|64x64px]]
! [[%s{{If_lang}}|{{#invoke:Lang|get_string|%s}}]]
| style="text-align:center;font-weight:bold" | {{ItemType|%s|{{#invoke:Lang|get_string|CitadelCategory%s}}}}
| data-sort-value="%d" style="text-align:center;font-size:15px" | {{Souls|%d}}
| {{#invoke:Utilities|process_variables|%s_active_desc|%s}}{{#invoke:Utilities|process_variables|%s_desc|%s}}{{#invoke:Utilities|process_variables|%s_active|%s}}
| style="text-align:center;font-size:16px" | {{#invoke:ItemData|get_prop|%s|AbilityCooldown}}s]=],
            item_class,
            item.name,
            item.name, item.key,
            item_type, item_type,
            item.cost, item.cost,
            item.key, item.name, item.key, item.name, item.key, item.name,
            item.name)
           
         table.insert(rows, row)
     end
     end
 
   
     table.insert(html, '\n</div>')
     table.insert(rows, "\n|}")
 
     return frame:preprocess(table.concat(rows, "\n"))
     -- Only ONE preprocess call for the entire structure
    return process_debug_mode(table.concat(html), debug_mode)
end
end


return p
return p
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