Module:LevelTables: Difference between revisions

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Updated alt fire stats to new numbers
Added support for new weapon data structure
Line 4: Line 4:
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.
-- Defines human-readable names for the internal property keys used in headers.
Line 12: Line 19:
LightMeleeDamage = "Light Melee Damage",
LightMeleeDamage = "Light Melee Damage",
HeavyMeleeDamage = "Heavy Melee Damage"
HeavyMeleeDamage = "Heavy Melee Damage"
}
-- Provides data for special alternate fire modes that are not present in HeroData.json.
local alt_fires = {
Shiv = {base = 52.32, level = 1.68, suffix = "alt fire 12 pellets"},
Viscous = {base = 42, level = 1.6, suffix = "alt fire AOE"},
Yamato = {base = 50, level = 0.7, suffix = "alt fire AOE"}
}
}


Line 114: Line 114:
suffix = " (" .. hero_data.alt_fire.suffix .. ")"
suffix = " (" .. hero_data.alt_fire.suffix .. ")"
else
else
base = (hero_data[property] or 0)
base = get_stat_value(hero_data, property)
level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0)
level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0)
suffix = ""
suffix = ""
local shots = (hero_data["BulletsPerShot"] or 1)
local shots = get_stat_value(hero_data, "BulletsPerShot")
local burst = (hero_data["BulletsPerBurst"] or 1)
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 (property == "BulletDamage" and (shots * burst) > 1) then
if (not hero_data["HitOnceAcrossAllBullets"]) then
if (not hit_once) then
base = base * shots * burst
base = base * shots * burst
level = level * shots * burst
level = level * shots * burst
Line 199: Line 203:
for _, hero in ipairs(filtered_heroes) do
for _, hero in ipairs(filtered_heroes) do
addHeroRows(hero, false)
addHeroRows(hero, false)
if (property == "BulletDamage" and alt_fires[hero["Name"]] ~= nil) then
local alt_fire_hero_data = {
-- Dynamically add alt-fire rows if the data exists
Name = hero.Name,
if (property == "BulletDamage" and hero.Weapon and hero.Weapon.AltFire) then
alt_fire = alt_fires[hero.Name]
    local alt_fire_data = hero.Weapon.AltFire
}
    local alt_fire_base = alt_fire_data.BulletDamage or 0
addHeroRows(alt_fire_hero_data, true)
   
    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
Line 248: Line 286:
local burst_heroes = {}
local burst_heroes = {}
for _, hero in pairs(heroes_data) do
for _, hero in pairs(heroes_data) do
if ((hero["BulletsPerShot"] or 1) > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then
    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["BulletsPerBurst"] or 1) > 1 and not hero["IsDisabled"] and not hero["InDevelopment"]) then
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 260: Line 301:
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["BulletDamage"] * 100) / 100
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["BulletsPerShot"]
local shots = get_stat_value(hero, "BulletsPerShot")
local hit_once = get_stat_value(hero, "HitOnceAcrossAllBullets")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
-- Checks for the special property and changes the output text accordingly.
-- Checks for the special property and changes the output text accordingly.
local stat_str
local stat_str
if hero["HitOnceAcrossAllBullets"] then
if hit_once then
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "  
stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "  
.. base .. " total damage (hits only once), +" .. level .. " total\n"
.. base .. " total damage (hits only once), +" .. level .. " total\n"
Line 279: Line 321:
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["BulletDamage"] * 100) / 100
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["BulletsPerBurst"]
local shots = get_stat_value(hero, "BulletsPerBurst")
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, "  
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, "