Module:LevelTables: Difference between revisions

Added support for new weapon data structure
m Undo revision 65388 by Saag (talk)
Tag: Manual revert
 
(6 intermediate revisions by 3 users not shown)
Line 1: Line 1:
local p = {};
local p = {};
local Icon = require('Module:Icon')
local Souls = require('Module:Souls')


-- Loads the necessary data from the wiki's JSON pages.
-- Loads the necessary data from the wiki's JSON pages.
Line 40: Line 43:
--]]
--]]
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.
-- Read and validate the arguments passed from the #invoke call.
local property = frame.args[1]
local property = frame.args[1]
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end
end
end
end
local max_boons = #pi_souls_list
local max_boons = #pi_souls_list
 
-- Define the milestones to display in the summary table.
-- Define the milestones to display in the summary table.
local milestones = {10, 20, max_boons}
local milestones = {10, 20, max_boons}
Line 69: Line 77:
local filtered_heroes = {}
local filtered_heroes = {}
for _, hero in pairs(heroes_data) do
for _, hero in pairs(heroes_data) do
if (not hero["IsDisabled"] and not hero["InDevelopment"]) 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
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-- Sort the hero list alphabetically, ignoring "The " for proper sorting.
-- Sort the hero list alphabetically, ignoring "The " for proper sorting.
table.sort(filtered_heroes, function(a, b)
table.sort(filtered_heroes, hero_sort)
return get_sortable_name(a.Name) < get_sortable_name(b.Name)
end)
-- Begin building the main data table.
-- Begin building the main data table.
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local required_souls = pi_souls_list[count]
local required_souls = pi_souls_list[count]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
local soul_display = Souls._render(souls_formatted)
local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>"
local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>"
header_row:tag("th"):wikitext(full_header):done()
header_row:tag("th"):wikitext(full_header):done()
Line 106: Line 112:
local function addHeroRows(hero_data, is_alt_fire)
local function addHeroRows(hero_data, is_alt_fire)
local base, level, suffix
local base, level, suffix
local hero_icon_wikitext = frame:expandTemplate{ title = "HeroIcon", args = {hero_data["Name"]}}
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.
-- Determine if this is a main weapon or an alt-fire and set the correct data.
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local required_souls = pi_souls_list[i]
local required_souls = pi_souls_list[i]
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
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)
local row_html = string.format("<tr><td>%s</td><td style='text-align:right;'>%.2f</td></tr>", soul_display, total)
Line 305: Line 311:
local shots = get_stat_value(hero, "BulletsPerShot")
local shots = get_stat_value(hero, "BulletsPerShot")
local hit_once = get_stat_value(hero, "HitOnceAcrossAllBullets")
local hit_once = get_stat_value(hero, "HitOnceAcrossAllBullets")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local hero_icon = Icon._render(hero["Name"])
-- Checks for the special property and changes the output text accordingly.
-- Checks for the special property and changes the output text accordingly.
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local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local shots = get_stat_value(hero, "BulletsPerBurst")
local shots = get_stat_value(hero, "BulletsPerBurst")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
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"