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| Line 1: | Line 1: | ||
local p = {}; | local p = {}; | ||
local | local lang = require "Module:Lang" | ||
local | local util_module = require "Module:Utilities" | ||
local | local data = mw.loadJsonData("Data:Sandbox.json") | ||
-- | -- A list of item properties that should have a '%' sign appended to their base value. | ||
local percentage_properties = { | |||
for | AbilityLifestealPercentHero = true, | ||
AbilityLifestealPercentHeroPassive = true, | |||
ActiveReloadPercent = true, | |||
AirControlPercent = true, | |||
AirMoveIncreasePercent = true, | |||
AmmoReloadPercent = true, | |||
BaseAttackDamagePercent = true, | |||
BaseAttackDamagePercentAtMaxDuration = true, | |||
BaseAttackDamagePercentBonus = true, | |||
BonusAbilityDurationPercent = true, | |||
BonusAttackRangePercent = true, | |||
BonusBulletSpeedPercent = true, | |||
BonusClipSizePercent = true, | |||
BonusDamagePercent = true, | |||
BonusFireRate = true, | |||
BonusHeavyMeleeDamage = true, | |||
BonusMeleeDamagePercent = true, | |||
BonusSoulsPct = true, | |||
BonusZoomPercent = true, | |||
BuffMeleeDamageBoost = true, | |||
BulletArmorReduction = true, | |||
BulletDamageReflectedPct = true, | |||
BulletLifestealPercent = true, | |||
BulletProcDeflectionPercent = true, | |||
BulletResist = true, | |||
BulletResistReduction = true, | |||
CooldownBetweenChargeReduction = true, | |||
CooldownReduction = true, | |||
CooldownReductionPctOnNonHeroes = true, | |||
CritDamagePercent = true, | |||
DamagePctVsNonHeroes = true, | |||
DeathImmunityDamageReduction = true, | |||
DeflectionPercent = true, | |||
DotHealthPercent = true, | |||
FireRateSlow = true, | |||
GroundDashReductionPercent = true, | |||
HealAmpCastPercent = true, | |||
HealAmpReceivePenaltyPercent = true, | |||
HealAmpRegenPenaltyPercent = true, | |||
HealAmpRegenPercent = true, | |||
HealLifePercentOutOfCombat = true, | |||
HealPercentAmount = true, | |||
HealPercentPerHeadshot = true, | |||
ItemCooldownReduction = true, | |||
LifestealHealPercent = true, | |||
MagicIncreasePerStack = true, | |||
MagicResistReduction = true, | |||
MaxHealthDamage = true, | |||
MaxHealthLossPercent = true, | |||
MaxHealthPercentAsDPS = true, | |||
MaxSlowPercent = true, | |||
MeleeDistanceScale = true, | |||
MeleeResistPercent = true, | |||
MoveWhileShootingSpeedPenaltyReductionPercent = true, | |||
MoveWhileZoomedSpeedPenaltyReductionPercent = true, | |||
MovementSpeedSlow = true, | |||
NonHeroHealPct = true, | |||
NonHeroReductionPercent = true, | |||
NonPlayerBonusWeaponPower = true, | |||
NonPlayerBulletResist = true, | |||
OutgoingDamagePenaltyPercent = true, | |||
ParrySuccessHealPercentage = true, | |||
PercentDamage = true, | |||
ProcBaseAttackDamagePercent = true, | |||
ProcBaseAttackDamagePercentAltFire = true, | |||
ProcChance = true, | |||
ReduceFootstepSound = true, | |||
ReloadSpeedMultipler = true, | |||
RicochetDamagePercent = true, | |||
SelfModifier = true, | |||
SlideScale = true, | |||
SlowPercent = true, | |||
SlowResistancePercent = true, | |||
SpiritDamageReductionProc = true, | |||
SpiritDamageReflectedPct = true, | |||
StaminaCooldownReduction = true, | |||
StatusResistancePercent = true, | |||
TechArmorDamageReduction = true, | |||
TechDamagePercent = true, | |||
TechDamageReduction = true, | |||
TechPowerPercent = true, | |||
TechPowerReduction = true, | |||
TechRadiusMultiplier = true, | |||
TechRadiusMultiplierBuff = true, | |||
TechRangeMultiplier = true, | |||
TechRangeMultiplierBuff = true, | |||
TechResist = true, | |||
TechResistBelowThreshold = true, | |||
} | |||
---------------------------------------- Utility functions | |||
-- Returns the table of a specific item. | |||
-- Prioritizes active (non-disabled) items if multiple entries share the same name. | |||
-- @function get_json_item | |||
-- @param {string} | |||
-- @return {table} | |||
local function get_json_item(name) | |||
-- First, try to find an active item. This handles cases where a disabled item | |||
-- with the same name exists in the data (e.g., old versions). | |||
for _, v in pairs(data) do | |||
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then | |||
return v -- Return the active item immediately | |||
end | |||
end | |||
-- If no active item was found, fall back to finding any item with the name. | |||
-- This preserves functionality for items that are intentionally disabled. | |||
for _, v in pairs(data) do | |||
if (v["Name"] == name) then | if (v["Name"] == name) then | ||
return v | return v | ||
end | end | ||
end | end | ||
return nil | |||
return nil -- Return nil if no item was found at all | |||
end | end | ||
| Line 24: | Line 129: | ||
local function get_similar_items(property) | local function get_similar_items(property) | ||
local similarItems = {} | local similarItems = {} | ||
for _, v in pairs( | for _, v in pairs(data) do | ||
if (v[property] ~= nil) then | if (v[property] ~= nil) then | ||
table.insert(similarItems, v) | table.insert(similarItems, v) | ||
| Line 32: | Line 137: | ||
end | end | ||
-- | -- Adds commas delimiter to the thousands place | ||
function | 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 | 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} 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>" | |||
local | |||
if | |||
end | end | ||
return | local slot = item["Slot"] | ||
end | 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) | |||
if | |||
end | end | ||
end | end | ||
p. | ---------------------------------------- Invocable functions | ||
local | |||
--- {{#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 | end | ||
-- Module access point | |||
function p._get_cost(a) | |||
a = tostring(a) or '0' | |||
return get_cost(a) | |||
end | 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) | |||
-- | |||
local | |||
return | |||
end | end | ||
-- | -- Module access point | ||
function p._get_type(a) | |||
function p. | a = tostring(a) or "" | ||
return get_type(a) | |||
end | end | ||
-- | --{{#invoke:ItemData|is_active|ITEM_NAME}}-- | ||
p.is_active = function(frame) | |||
local | local item_name = frame.args[1] | ||
local | 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 | ||
end | end | ||
--{{#invoke:ItemData|get_prop|ITEM_NAME|PROPERTY}}-- | |||
--{{#invoke: | --check Data:ItemData.json for properties | ||
p. | p.get_prop = function(frame) | ||
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 | |||
local prop_value = item[property] | |||
if (prop_value == nil) then return nil end | |||
end | |||
local display_value | |||
local scaling_str = "" -- Default to an empty string for non-scaled values | |||
-- | -- Determine the base value and scaling string (if any) | ||
if(type(prop_value) == "table") then | |||
if prop_value["Value"] ~= nil and prop_value["Scale"] ~= nil and prop_value["Scale"]["Value"] ~= nil and prop_value["Scale"]["Type"] ~= nil then | |||
-- This is a structured attribute with scaling data | |||
if( | display_value = tostring(prop_value["Value"]) | ||
local scale_val = tonumber(prop_value["Scale"]["Value"]) | |||
local | |||
if scale_val ~= 0 then | |||
local scale_type = prop_value["Scale"]["Type"] | |||
local | local rounded_scale_val = util_module.round_to_sig_fig(scale_val, 2) | ||
local template_title | |||
if scale_type == "power_increase" then | |||
template_title = "Template:Boon" | |||
else | else | ||
template_title = "Template:Ss" | |||
end | end | ||
local template_args = { [1] = rounded_scale_val } | |||
-- Add a space before the scaling template for proper separation | |||
scaling_str = " " .. mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } | |||
end | |||
else | |||
-- | -- This is a simple list (e.g., TargetTypes), handle and return it directly | ||
local tableValues = {} | |||
for _, v in pairs(prop_value) do | |||
table.insert(tableValues, tostring(v)) | |||
end | end | ||
return table.concat(tableValues, ", ") | |||
end | end | ||
else | |||
-- This is a simple, non-table property | |||
display_value = tostring(prop_value) | |||
end | end | ||
return | -- Assemble the final string, adding the '%' sign if necessary | ||
if percentage_properties[property] == true then | |||
return display_value .. "%" .. scaling_str | |||
else | |||
return display_value .. scaling_str | |||
end | |||
end | end | ||
p.get_component_name = function(frame) | |||
local item_name = frame.args[1] | |||
local item = get_json_item(item_name) | |||
p. | if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end | ||
local | |||
if ( | |||
-- | local components = item['Components'] | ||
--return empty string if no component found | |||
if ( | if(components == nil) then return nil end | ||
local component_key = components[1] | |||
local | local component = data[component_key] | ||
local | if (component == nil) then return nil end | ||
-- | return component['Name'] | ||
local | 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 | |||
-- Gets the codename (the key in the JSON data) for a given item's display name. | |||
-- Prioritizes active items to handle cases where disabled duplicates exist. | |||
p.get_codename = function(frame) | |||
local name = frame.args[1] | |||
-- | -- First, try to find an active item. | ||
for | for k, v in pairs(data) do | ||
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then | |||
return k -- Return the codename of the active item | |||
if ( | |||
end | end | ||
end | end | ||
-- If no active item was found, fall back to finding any item with the name. | |||
-- | for k, v in pairs(data) do | ||
if (v["Name"] == name) then | |||
return k | |||
for | |||
end | end | ||
end | end | ||
return nil -- Return nil if no item was found at all | |||
end | end | ||
return p | return p | ||
Revision as of 18:53, 15 September 2025
Documentation for this module may be created at Module:Sandbox/LVL/doc
local p = {};
local lang = require "Module:Lang"
local util_module = require "Module:Utilities"
local data = mw.loadJsonData("Data:Sandbox.json")
-- A list of item properties that should have a '%' sign appended to their base value.
local percentage_properties = {
AbilityLifestealPercentHero = true,
AbilityLifestealPercentHeroPassive = true,
ActiveReloadPercent = true,
AirControlPercent = true,
AirMoveIncreasePercent = true,
AmmoReloadPercent = true,
BaseAttackDamagePercent = true,
BaseAttackDamagePercentAtMaxDuration = true,
BaseAttackDamagePercentBonus = true,
BonusAbilityDurationPercent = true,
BonusAttackRangePercent = true,
BonusBulletSpeedPercent = true,
BonusClipSizePercent = true,
BonusDamagePercent = true,
BonusFireRate = true,
BonusHeavyMeleeDamage = true,
BonusMeleeDamagePercent = true,
BonusSoulsPct = true,
BonusZoomPercent = true,
BuffMeleeDamageBoost = true,
BulletArmorReduction = true,
BulletDamageReflectedPct = true,
BulletLifestealPercent = true,
BulletProcDeflectionPercent = true,
BulletResist = true,
BulletResistReduction = true,
CooldownBetweenChargeReduction = true,
CooldownReduction = true,
CooldownReductionPctOnNonHeroes = true,
CritDamagePercent = true,
DamagePctVsNonHeroes = true,
DeathImmunityDamageReduction = true,
DeflectionPercent = true,
DotHealthPercent = true,
FireRateSlow = true,
GroundDashReductionPercent = true,
HealAmpCastPercent = true,
HealAmpReceivePenaltyPercent = true,
HealAmpRegenPenaltyPercent = true,
HealAmpRegenPercent = true,
HealLifePercentOutOfCombat = true,
HealPercentAmount = true,
HealPercentPerHeadshot = true,
ItemCooldownReduction = true,
LifestealHealPercent = true,
MagicIncreasePerStack = true,
MagicResistReduction = true,
MaxHealthDamage = true,
MaxHealthLossPercent = true,
MaxHealthPercentAsDPS = true,
MaxSlowPercent = true,
MeleeDistanceScale = true,
MeleeResistPercent = true,
MoveWhileShootingSpeedPenaltyReductionPercent = true,
MoveWhileZoomedSpeedPenaltyReductionPercent = true,
MovementSpeedSlow = true,
NonHeroHealPct = true,
NonHeroReductionPercent = true,
NonPlayerBonusWeaponPower = true,
NonPlayerBulletResist = true,
OutgoingDamagePenaltyPercent = true,
ParrySuccessHealPercentage = true,
PercentDamage = true,
ProcBaseAttackDamagePercent = true,
ProcBaseAttackDamagePercentAltFire = true,
ProcChance = true,
ReduceFootstepSound = true,
ReloadSpeedMultipler = true,
RicochetDamagePercent = true,
SelfModifier = true,
SlideScale = true,
SlowPercent = true,
SlowResistancePercent = true,
SpiritDamageReductionProc = true,
SpiritDamageReflectedPct = true,
StaminaCooldownReduction = true,
StatusResistancePercent = true,
TechArmorDamageReduction = true,
TechDamagePercent = true,
TechDamageReduction = true,
TechPowerPercent = true,
TechPowerReduction = true,
TechRadiusMultiplier = true,
TechRadiusMultiplierBuff = true,
TechRangeMultiplier = true,
TechRangeMultiplierBuff = true,
TechResist = true,
TechResistBelowThreshold = true,
}
---------------------------------------- Utility functions
-- Returns the table of a specific item.
-- Prioritizes active (non-disabled) items if multiple entries share the same name.
-- @function get_json_item
-- @param {string}
-- @return {table}
local function get_json_item(name)
-- First, try to find an active item. This handles cases where a disabled item
-- with the same name exists in the data (e.g., old versions).
for _, v in pairs(data) do
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
return v -- Return the active item immediately
end
end
-- If no active item was found, fall back to finding any item with the name.
-- This preserves functionality for items that are intentionally disabled.
for _, v in pairs(data) do
if (v["Name"] == name) then
return v
end
end
return nil -- Return nil if no item was found at all
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} 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 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
local prop_value = item[property]
if (prop_value == nil) then return nil end
local display_value
local scaling_str = "" -- Default to an empty string for non-scaled values
-- Determine the base value and scaling string (if any)
if(type(prop_value) == "table") then
if prop_value["Value"] ~= nil and prop_value["Scale"] ~= nil and prop_value["Scale"]["Value"] ~= nil and prop_value["Scale"]["Type"] ~= nil then
-- This is a structured attribute with scaling data
display_value = tostring(prop_value["Value"])
local scale_val = tonumber(prop_value["Scale"]["Value"])
if scale_val ~= 0 then
local scale_type = prop_value["Scale"]["Type"]
local rounded_scale_val = util_module.round_to_sig_fig(scale_val, 2)
local template_title
if scale_type == "power_increase" then
template_title = "Template:Boon"
else
template_title = "Template:Ss"
end
local template_args = { [1] = rounded_scale_val }
-- Add a space before the scaling template for proper separation
scaling_str = " " .. mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
end
else
-- This is a simple list (e.g., TargetTypes), handle and return it directly
local tableValues = {}
for _, v in pairs(prop_value) do
table.insert(tableValues, tostring(v))
end
return table.concat(tableValues, ", ")
end
else
-- This is a simple, non-table property
display_value = tostring(prop_value)
end
-- Assemble the final string, adding the '%' sign if necessary
if percentage_properties[property] == true then
return display_value .. "%" .. scaling_str
else
return display_value .. scaling_str
end
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
-- Gets the codename (the key in the JSON data) for a given item's display name.
-- Prioritizes active items to handle cases where disabled duplicates exist.
p.get_codename = function(frame)
local name = frame.args[1]
-- First, try to find an active item.
for k, v in pairs(data) do
if (v["Name"] == name and (v["IsDisabled"] == false or v["IsDisabled"] == nil)) then
return k -- Return the codename of the active item
end
end
-- If no active item was found, fall back to finding any item with the name.
for k, v in pairs(data) do
if (v["Name"] == name) then
return k
end
end
return nil -- Return nil if no item was found at all
end
return p