Module:LevelTables: Difference between revisionsGive feedback
Updated Shiv and yamato's base alt fire damage. |
Tag: Manual revert |
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local p = {}; | local p = {}; | ||
local Icon = require('Module:Icon') | |||
local Souls = require('Module:Souls') | |||
-- Loads the necessary data from the wiki's JSON pages. | |||
local heroes_data = mw.loadJsonData("Data:HeroData.json") | local heroes_data = mw.loadJsonData("Data:HeroData.json") | ||
local soul_unlocks_data = mw.loadJsonData("Data:SoulUnlockData.json") | local soul_unlocks_data = mw.loadJsonData("Data:SoulUnlockData.json") | ||
-- Helper to safely get stats that may be nested under Weapon | |||
local function get_stat_value(data, key) | |||
if data[key] ~= nil then return data[key] end | |||
if data.Weapon and data.Weapon[key] ~= nil then return data.Weapon[key] end | |||
return 0 | |||
end | |||
-- Defines human-readable names for the internal property keys used in headers. | |||
local level_scaling_key_to_name = { | local level_scaling_key_to_name = { | ||
BulletDamage = "Bullet Damage", | BulletDamage = "Bullet Damage", | ||
| Line 12: | Line 24: | ||
} | } | ||
-- | -- A helper function that returns a sort-friendly version of a name by removing leading articles like "The ". | ||
local function get_sortable_name(name) | |||
if string.sub(name, 1, 4) == "The " then | |||
return string.sub(name, 5) | |||
end | |||
return name | |||
end | |||
-- | --[[ | ||
-- @ | -- @function p.write_power_increase_table | ||
-- @param | -- @description Generates a responsive and readable table showing hero stat scaling based on boons. | ||
-- @return | -- Includes a compact summary view and an expandable, detailed view for all levels. | ||
-- Can optionally wrap the entire output in a theme-aware collapsible section. | |||
-- @param {Frame} frame The MediaWiki frame object. | |||
-- @param {string} frame.args[1] The internal property name to display (e.g., 'BulletDamage'). | |||
-- @param {string} [frame.args.title] An optional title. If provided, the table is wrapped in a collapsible section. | |||
-- @return {string} The complete HTML for the table or collapsible section. | |||
--]] | |||
p.write_power_increase_table = function(frame) | p.write_power_increase_table = function(frame) | ||
-- Use the same smart sorting for this list. | |||
local function hero_sort(h1, h2) | |||
return get_sortable_name(h1.Name) < get_sortable_name(h2.Name) | |||
end | |||
-- Read and validate the arguments passed from the #invoke call. | |||
local property = frame.args[1] | |||
local title = frame.args.title | |||
if not property or property == '' then | |||
return '<strong class="error">Error: Missing required property argument in #invoke call. Example: {{#invoke:ModuleName|write_power_increase_table|BulletDamage}}</strong>' | |||
end | |||
local name = level_scaling_key_to_name[property] | |||
if not name then | |||
return '<strong class="error">Error: Invalid property argument "' .. tostring(property) .. '". Must be one of: BulletDamage, MaxHealth, TechPower, LightMeleeDamage, HeavyMeleeDamage.</strong>' | |||
end | |||
-- Create an ordered list of soul requirements for each power increase. | |||
local pi_souls_list = {} | local pi_souls_list = {} | ||
for _, v in ipairs(soul_unlocks_data) do | for _, v in ipairs(soul_unlocks_data) do | ||
| Line 30: | Line 68: | ||
end | end | ||
end | end | ||
local max_boons = #pi_souls_list | |||
-- Define the milestones to display in the summary table. | |||
local milestones = {10, 20, max_boons} | |||
-- Filter out disabled heroes from the data. | |||
local filtered_heroes = {} | local filtered_heroes = {} | ||
for _, hero in pairs(heroes_data) do | for _, hero in pairs(heroes_data) do | ||
if (not hero["IsDisabled"]) then | if (not hero["IsDisabled"] and not hero["InDevelopment"] and hero["Name"]) then | ||
table.insert(filtered_heroes, hero) | table.insert(filtered_heroes, hero) | ||
end | end | ||
end | end | ||
-- Sort the hero list alphabetically, ignoring "The " for proper sorting. | |||
table.sort(filtered_heroes, hero_sort) | |||
local create_table = mw.html.create("table"):addClass("wikitable sortable | -- Begin building the main data table. | ||
local create_table = mw.html.create("table"):addClass("wikitable sortable") | |||
local | -- Create the header row for the summary table. | ||
local header_row = mw.html.create("tr") | |||
:tag("th" | header_row | ||
:tag("th" | :tag("th"):wikitext("Hero"):done() | ||
:tag("th"): | :tag("th"):wikitext("Base " .. name):done() | ||
:tag("th"):wikitext("Increase per Boon"):done() | |||
-- Dynamically create milestone headers with both boon count and soul amount. | |||
for _, count in ipairs(milestones) do | |||
local header_text = count .. " Boons" | |||
if count == max_boons then header_text = header_text .. " (Max)" end | |||
local required_souls = pi_souls_list[count] | |||
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000) | |||
local soul_display = Souls._render(souls_formatted) | |||
local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>" | |||
header_row:tag("th"):wikitext(full_header):done() | |||
end | |||
header_row:tag("th"):wikitext("Full Details"):done() | |||
create_table:node(header_row) | |||
create_table:node( | |||
for | -- A helper function that generates the HTML for a single hero's row and its collapsible details. | ||
local base = | local function addHeroRows(hero_data, is_alt_fire) | ||
local base, level, suffix | |||
local hero_icon_wikitext = Icon._render(hero_data['Name']) | |||
-- Determine if this is a main weapon or an alt-fire and set the correct data. | |||
if is_alt_fire then | |||
base = hero_data.alt_fire.base | |||
level = hero_data.alt_fire.level | |||
suffix = " (" .. hero_data.alt_fire.suffix .. ")" | |||
else | |||
base = get_stat_value(hero_data, property) | |||
level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0) | |||
suffix = "" | |||
local shots = get_stat_value(hero_data, "BulletsPerShot") | |||
if shots == 0 then shots = 1 end | |||
local burst = get_stat_value(hero_data, "BulletsPerBurst") | |||
if burst == 0 then burst = 1 end | |||
local hit_once = get_stat_value(hero_data, "HitOnceAcrossAllBullets") | |||
if (property == "BulletDamage" and (shots * burst) > 1) then | |||
if (not hit_once) then | |||
base = base * shots * burst | |||
level = level * shots * burst | |||
end | |||
if (shots > 1) then suffix = suffix .. " (" .. shots .. " pellets)" end | |||
if (burst > 1) then suffix = suffix .. " (" .. burst .. " bullets)" end | |||
end | |||
end | end | ||
local | |||
-- Build the main summary row with the hero's info and milestone values. | |||
local summary_row = mw.html.create("tr") | |||
local hero_cell_content = hero_icon_wikitext .. suffix | |||
for | summary_row:tag("td"):wikitext(hero_cell_content):done() | ||
local total = | summary_row | ||
:tag("td"):wikitext(string.format("%.2f", base)):done() | |||
:tag("td"):wikitext("+" .. string.format("%.2f", level)):done() | |||
for _, count in ipairs(milestones) do | |||
local total = base + level * count | |||
summary_row:tag("td"):wikitext(string.format("%.2f", total)):done() | |||
end | end | ||
-- Create the main container for the collapsible "Full Details" section. | |||
local details_id = "boon-details-" .. hero_data.Name .. "-" .. property .. (is_alt_fire and "-alt" or "") | |||
local collapsible_container = mw.html.create("div") | |||
:addClass("mw-collapsible mw-collapsed") | |||
:attr("id", details_id) | |||
:attr("style", "display: flex; flex-direction: column; align-items: flex-end; gap: 5px;") | |||
-- Style the "Show All" toggle to look like a theme-aware button. | |||
collapsible_container:tag("div") | |||
:addClass("mw-collapsible-toggle") | |||
:attr("style", "display: inline-block; padding: 2px 8px; border: 1px solid currentColor; border-radius: 1px; text-decoration: none;") | |||
:wikitext("Show All") | |||
-- Create the container for the expanded content. | |||
local content_div = mw.html.create("div"):addClass("mw-collapsible-content") | |||
-- Generate the three-column layout by distributing rows into mini-tables. | |||
local column1_rows, column2_rows, column3_rows = {}, {}, {} | |||
local rows_per_column = math.ceil(max_boons / 3) | |||
for i = 1, max_boons do | |||
local total = base + level * i | |||
local required_souls = pi_souls_list[i] | |||
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000) | |||
local soul_display = Souls._render(souls_formatted) | |||
local row_html = string.format("<tr><td>%s</td><td style='text-align:right;'>%.2f</td></tr>", soul_display, total) | |||
if i <= rows_per_column then | |||
table.insert(column1_rows, row_html) | |||
elseif i <= rows_per_column * 2 then | |||
table.insert(column2_rows, row_html) | |||
else | |||
table.insert(column3_rows, row_html) | |||
end | end | ||
end | |||
local table_style = "border:none; background:transparent; margin:0 10px; min-width:150px;" | |||
local table1 = "<table style='" .. table_style .. "'>" .. table.concat(column1_rows) .. "</table>" | |||
local table2 = "<table style='" .. table_style .. "'>" .. table.concat(column2_rows) .. "</table>" | |||
local table3 = "<table style='" .. table_style .. "'>" .. table.concat(column3_rows) .. "</table>" | |||
-- Use a flexbox container to display the mini-tables side-by-side. | |||
local flex_container_style = "display:flex; justify-content:space-around; padding:10px 0;" | |||
content_div:wikitext("<div style='" .. flex_container_style .. "'>" .. table1 .. table2 .. table3 .. "</div>") | |||
collapsible_container:node(content_div) | |||
summary_row:tag("td"):node(collapsible_container) | |||
create_table:node(summary_row) | |||
end | |||
-- Iterate through each hero to generate their main row and an alt-fire row if applicable. | |||
for _, hero in ipairs(filtered_heroes) do | |||
addHeroRows(hero, false) | |||
-- Dynamically add alt-fire rows if the data exists | |||
if (property == "BulletDamage" and hero.Weapon and hero.Weapon.AltFire) then | |||
local alt_fire_data = hero.Weapon.AltFire | |||
local alt_fire_base = alt_fire_data.BulletDamage or 0 | |||
if alt_fire_base > 0 then | |||
-- Get scaling: prefer alt-fire specific key, fall back to main weapon scaling | |||
local alt_fire_level = (hero.LevelScaling and | |||
(hero.LevelScaling.BulletDamageAltFire or hero.LevelScaling[property])) or 0 | |||
-- Apply same pellet/burst logic as main weapon | |||
local shots = alt_fire_data.BulletsPerShot or 1 | |||
local burst = alt_fire_data.BulletsPerBurst or 1 | |||
local hit_once = alt_fire_data.HitOnceAcrossAllBullets or false | |||
local suffix = "alt fire" | |||
if (shots * burst) > 1 and not hit_once then | |||
alt_fire_base = alt_fire_base * shots * burst | |||
alt_fire_level = alt_fire_level * shots * burst | |||
if shots > 1 then suffix = suffix .. " " .. shots .. " pellets" end | |||
if burst > 1 then suffix = suffix .. " " .. burst .. " bullets" end | |||
end | |||
-- Add AOE indicator (without radius) | |||
if alt_fire_data.ExplosionRadius then | |||
suffix = suffix .. " AOE" | |||
end | |||
local alt_fire_hero_data = { | |||
Name = hero.Name, | |||
alt_fire = { | |||
base = alt_fire_base, | |||
level = alt_fire_level, | |||
suffix = suffix | |||
} | |||
} | |||
addHeroRows(alt_fire_hero_data, true) | |||
end | |||
end | end | ||
end | end | ||
return tostring(create_table) | -- If a title was provided, wrap the completed table in a theme-aware collapsible container. | ||
if title and title ~= '' then | |||
local wrapper = mw.html.create('table') | |||
:addClass('mw-collapsible mw-collapsed wikitable') | |||
:css('width', '100%') | |||
:css('margin-bottom', '1em') | |||
local header_row_wrapper = wrapper:tag('tr') | |||
header_row_wrapper:tag('th') | |||
:css('text-align', 'center') | |||
:wikitext('<span style="font-size: larger; font-weight: bold;">' .. title .. '</span><span class="mw-collapsible-toggle mw-collapsible-toggle-right">[Show]</span>') | |||
local content_row_wrapper = wrapper:tag('tr') | |||
content_row_wrapper:tag('td') | |||
:addClass('mw-collapsible-content') | |||
:node(create_table) | |||
return tostring(wrapper) | |||
else | |||
-- If no title is provided, return the table as before. | |||
return tostring(create_table) | |||
end | |||
end | end | ||
-- Outputs a | --[[ | ||
-- @function p.write_multishot_stats | |||
-- @param | -- @description Outputs a wikitext bulleted list of heroes with spreadshot or burst fire weapons. | ||
-- @return | -- @param {Frame} frame The MediaWiki frame object. | ||
-- @return {string} A formatted wikitext string. | |||
--]] | |||
p.write_multishot_stats = function(frame) | p.write_multishot_stats = function(frame) | ||
-- Use the same smart sorting for this list. | |||
local function hero_sort(h1, h2) | local function hero_sort(h1, h2) | ||
return h1 | return get_sortable_name(h1.Name) < get_sortable_name(h2.Name) | ||
end | end | ||
local spreadshot_heroes = {} | local spreadshot_heroes = {} | ||
local burst_heroes = {} | local burst_heroes = {} | ||
for _, hero in pairs(heroes_data) do | for _, hero in pairs(heroes_data) do | ||
if (hero[" | local bullets_per_shot = get_stat_value(hero, "BulletsPerShot") | ||
local bullets_per_burst = get_stat_value(hero, "BulletsPerBurst") | |||
if (bullets_per_shot > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then | |||
table.insert(spreadshot_heroes, hero) | table.insert(spreadshot_heroes, hero) | ||
elseif (hero[" | elseif (bullets_per_burst > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then | ||
table.insert(burst_heroes, hero) | table.insert(burst_heroes, hero) | ||
end | end | ||
| Line 139: | Line 307: | ||
local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n" | local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n" | ||
for _, hero in ipairs(spreadshot_heroes) do | for _, hero in ipairs(spreadshot_heroes) do | ||
local base = math.floor(hero | local base = math.floor(get_stat_value(hero, "BulletDamage") * 100) / 100 | ||
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100 | local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100 | ||
local shots = hero | local shots = get_stat_value(hero, "BulletsPerShot") | ||
local | local hit_once = get_stat_value(hero, "HitOnceAcrossAllBullets") | ||
local stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, " | local hero_icon = Icon._render(hero["Name"]) | ||
.. base .. "/pellet, +" .. level .. "/pellet\n" | |||
-- Checks for the special property and changes the output text accordingly. | |||
local stat_str | |||
if hit_once then | |||
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, " | |||
.. base .. " total damage (hits only once), +" .. level .. " total\n" | |||
else | |||
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, " | |||
.. base .. "/pellet, +" .. level .. "/pellet\n" | |||
end | |||
multishot_str = multishot_str .. stat_str | multishot_str = multishot_str .. stat_str | ||
end | end | ||
| Line 150: | Line 327: | ||
multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n" | multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n" | ||
for _, hero in ipairs(burst_heroes) do | for _, hero in ipairs(burst_heroes) do | ||
local base = math.floor(hero | local base = math.floor(get_stat_value(hero, "BulletDamage") * 100) / 100 | ||
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100 | local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100 | ||
local shots = hero | local shots = get_stat_value(hero, "BulletsPerBurst") | ||
local hero_icon = | local hero_icon = Icon._render(hero["Name"]) | ||
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, " | local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, " | ||
.. base .. "/bullet, +" .. level .. "/bullet\n" | .. base .. "/bullet, +" .. level .. "/bullet\n" | ||