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local p = {}; | |||
local heroes_data = mw.loadJsonData("Data:HeroData.json") | |||
local attributes_data = mw.loadJsonData("Data:AttributeData.json") | |||
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json") | |||
local util_module = require('Module:Utilities') | |||
local lang_module = require('Module:Lang') | |||
local dictionary_module = require('Module:Dictionary') | |||
local attribute_module = require('Module:AttributeData') | |||
-- returns the table of a specific item, used by external modules | |||
function p.get_json_item(name) | |||
for i,v in pairs(heroes_data) do | |||
if (v["Name"] == name) then | |||
return v | |||
end | |||
end | |||
return nil | |||
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(heroes_data) do | |||
if (v[property] ~= nil) then | |||
table.insert(similarItems, v) | |||
end | |||
end | |||
return similarItems | |||
end | |||
-- returns the key of the specified hero's english name | |||
function p.get_hero_key(name) | |||
for i,v in pairs(heroes_data) do | |||
if (v["Name"] == name) then | |||
return i | |||
end | |||
end | |||
return nil | |||
end | |||
--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}-- | |||
--sig_figs optional for rounding floats | |||
p.get_hero_var = function(frame) | |||
local hero_name = frame.args[1] | |||
local hero_stat_key = frame.args[2] | |||
local sig_figs_or_localize = frame.args[3] | |||
local hero = heroes_data[hero_name] | |||
if(hero == nil) then hero = p.get_json_item(hero_name) end | |||
if(hero == nil) then return "Hero Not Found" end | |||
-- Check top-level first, then Weapon, then AltFire | |||
local var_value = hero[hero_stat_key] | |||
if var_value == nil and hero.Weapon then | |||
var_value = hero.Weapon[hero_stat_key] | |||
end | |||
if var_value == nil and hero.Weapon and hero.Weapon.AltFire then | |||
var_value = hero.Weapon.AltFire[hero_stat_key] | |||
end | |||
if(var_value == nil) then return 0 end | |||
--round | |||
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then | |||
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize) | |||
if (var_value == nil) then return "get_hero_var() error with rounding" end | |||
end | |||
--localize | |||
if (sig_figs_or_localize == "true") then | |||
return lang_module.get_string(var_value) | |||
end | |||
return var_value | |||
end | |||
--{{#invoke:HeroData|get_alt_fire_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}-- | |||
p.get_alt_fire_var = function(frame) | |||
local hero_name = frame.args[1] | |||
local stat_key = frame.args[2] | |||
local sig_figs_or_localize = frame.args[3] | |||
local hero = heroes_data[hero_name] | |||
if(hero == nil) then hero = p.get_json_item(hero_name) end | |||
if(hero == nil) then return "Hero Not Found" end | |||
if not (hero.Weapon and hero.Weapon.AltFire) then | |||
return "No Alt Fire" | |||
end | |||
local var_value = hero.Weapon.AltFire[stat_key] | |||
if(var_value == nil) then return 0 end | |||
--round | |||
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then | |||
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize) | |||
end | |||
--localize | |||
if (sig_figs_or_localize == "true") then | |||
return lang_module.get_string(var_value) | |||
end | |||
return var_value | |||
end | |||
--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}} | |||
p.get_list_elem = function(frame) | |||
local hero_name = frame.args[1] | |||
local var = frame.args[2] | |||
local number_str = frame.args[3] | |||
local number_int = tonumber(number_str) | |||
local localize = frame.args[4] | |||
local hero = heroes_data[hero_name] | |||
if(hero == nil) then hero = p.get_json_item(hero_name) end | |||
if(hero == nil) then return "Hero Not Found" end | |||
-- Check top-level first, then Weapon, then AltFire | |||
local list = hero[var] | |||
if list == nil and hero.Weapon then | |||
list = hero.Weapon[var] | |||
end | |||
if list == nil and hero.Weapon and hero.Weapon.AltFire then | |||
list = hero.Weapon.AltFire[var] | |||
end | |||
if (list == nil) then return "" end | |||
local element = list[number_int] | |||
if (element == nil) then return "" end | |||
if localize=="true" then | |||
element = lang_module.get_string(element) | |||
end | |||
return element | |||
end | |||
p.get_ability_key = function(frame) | |||
local hero_key = frame.args[1] | |||
local bound_slot_number = frame.args[2] | |||
local hero_data = heroes_data[hero_key] | |||
if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end | |||
local bound_abilities_data = hero_data["BoundAbilities"] | |||
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end | |||
return bound_abilities_data[tonumber(bound_slot_number)]["Key"] | |||
end | |||
p.write_role_playstyle_quote = function(frame) | |||
local hero_key = frame.args[1] | |||
local hero_data = heroes_data[hero_key] | |||
if (hero_data == nil) then return hero_key.." not found" end | |||
local role_key = hero_data["Role"] | |||
local role_localized = lang_module.get_string(role_key, nil, 'en') | |||
local playstyle_key = hero_data["Playstyle"] | |||
local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en') | |||
local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized | |||
local template_args = {} | |||
template_args[1] = "" | |||
template_args[2] = str | |||
return frame:expandTemplate{title = 'Quotation', args = template_args} | |||
end | |||
p.write_default_items = function(frame) | |||
local hero_key = frame.args[1] --unlocalized | |||
if (hero_key == nil) then return "No hero key provided" end | |||
local str = "" | |||
local hero = heroes_data[hero_key] | |||
if (hero == nil) then return "Hero not found, must be unlocalized" end | |||
local template_title = 'PageRef' | |||
for i, item_key in ipairs(hero["RecommendedItems"]) do | |||
template_args = {} | |||
template_args[1] = lang_module.get_string(item_key, 'en') | |||
template_args['alt_name'] = localize(item_key, item_key) | |||
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } | |||
str = str .. "* " .. expanded_template .. "\n" | |||
end | |||
return str | |||
end | |||
--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string | |||
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}-- | |||
p.get_hero_scalar = function(frame) | |||
local hero_key = frame.args[1] | |||
local scaling_type = frame.args[2] | |||
local hero_stat_key = frame.args[3] | |||
local sig_figs_or_localize = frame.args[4] | |||
local hero_data = heroes_data[hero_key] | |||
if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end | |||
if(hero_data == nil) then return "Hero not found." end | |||
local scaling_data = hero_data[scaling_type .. "Scaling"] | |||
if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. hero_key end | |||
local scaling_value = scaling_data[hero_stat_key] | |||
if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. hero_stat_key .. " for hero " .. hero_key end | |||
--round | |||
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then | |||
scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize) | |||
if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end | |||
end | |||
--localize | |||
if (sig_figs_or_localize == "true") then | |||
return lang_module.get_string(scaling_value) | |||
end | |||
local scaling_str = p.write_scalar_str(scaling_value, scaling_type) | |||
return scaling_str | |||
end | |||
-- Check if a hero has a stat (Base, Boons, or Spirit Scaling) | |||
-- Returns "true" if found, nil if not (for #if templates) | |||
p.hero_has_stat = function(frame) | |||
local hero_key = frame.args[1] | |||
local stat_key = frame.args[2] | |||
if (hero_key == nil) then return nil end | |||
local hero_data = heroes_data[hero_key] | |||
if (hero_data == nil) then hero_data = p.get_json_item(hero_key) end | |||
if (hero_data == nil) then return nil end | |||
-- 1. Check Base Value | |||
-- We allow 0 if it's explicitly set, but usually we filter 0 for hiding. | |||
-- However, for resists, 0 usually means "hide", so we check ~= 0. | |||
local val = hero_data[stat_key] | |||
if (val ~= nil and val ~= 0) then return "true" end | |||
-- 2. Check Level Scaling (Boons) | |||
if (hero_data["LevelScaling"] ~= nil and hero_data["LevelScaling"][stat_key] ~= nil and hero_data["LevelScaling"][stat_key] ~= 0) then | |||
return "true" | |||
end | |||
-- 3. Check Spirit Scaling | |||
if (hero_data["SpiritScaling"] ~= nil and hero_data["SpiritScaling"][stat_key] ~= nil and hero_data["SpiritScaling"][stat_key] ~= 0) then | |||
return "true" | |||
end | |||
return nil | |||
end | |||
-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank | |||
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}} | |||
function p.write_scalar_str(scaling_value, scaling_type) | |||
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"} | |||
-- Return blank if it doesnt scale | |||
if (scaling_value == 0) then return "" end | |||
-- Round it | |||
scaling_value = util_module.round_to_sig_fig(scaling_value, 3) | |||
--The hero has a scaling value with this stat | |||
local template_title = "Template:" .. scaling_abbrevs[scaling_type] --scaling type's abbreviation | |||
local template_args = {} | |||
template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template | |||
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } | |||
return template_call | |||
end | |||
-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0 | |||
function p.get_hero_scaling_data(hero_data, hero_stat_key) | |||
local scaling_type_full | |||
local scaling_data | |||
local scaling_value | |||
local scaling_types = {"Spirit", "Level"} | |||
local scaling_data_returned = {} | |||
for index, scaling_type in ipairs(scaling_types) do | |||
scaling_type_full = scaling_type .. "Scaling" | |||
scaling_data = hero_data[scaling_type_full] | |||
--If the scaling data exists | |||
if (scaling_data ~= nil) then | |||
scaling_value = scaling_data[hero_stat_key] | |||
--If the stat scales | |||
if (scaling_value ~= nil) then | |||
scaling_data_returned[scaling_value] = scaling_type | |||
end | |||
end | |||
end | |||
return scaling_data_returned | |||
end | |||
--HERO_NAME in english | |||
--{{#invoke:HeroData|write_infobox|HERO_NAME}}-- | |||
p.write_infobox = function(frame) | |||
-- Get hero data | |||
hero_key = frame.args[1] | |||
hero_data = heroes_data[hero_key] | |||
if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end | |||
local infobox_attributes = { | |||
Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'}, | |||
Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'} | |||
} | |||
-- Declarations and initializations | |||
local category_data = attribute_module.get_category_data() | |||
local stats | |||
local stat_data | |||
local stat_value | |||
local stat_text | |||
local label | |||
local postfix | |||
local should_display | |||
local image_file_name | |||
local image_file | |||
local icon_and_value_str | |||
local template_args = {} | |||
local stat_values = {Weapon = "", Vitality = ""} | |||
-- Add the main parameters | |||
template_args["name_english"] = lang_module.get_string(hero_key, 'en') | |||
template_args["name_localized"] = localize(hero_key, hero_key) | |||
-- Iterate attribute categories | |||
for category, stats in pairs(infobox_attributes) do | |||
-- Iterate stats | |||
for _, stat_name in ipairs(stats) do | |||
-- Confirm its in attribute data and retrieve it | |||
attribute_data = attributes_data[category] | |||
if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end | |||
stat_data = attribute_data[stat_name] | |||
if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end | |||
-- gets the stat's value | |||
stat_value = hero_data[stat_name] | |||
if (stat_value == nil) then | |||
-- Check nested weapon stats | |||
if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then | |||
stat_value = hero_data.Weapon[stat_name] | |||
elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then | |||
stat_value = hero_data.Weapon.AltFire[stat_name] | |||
else | |||
stat_value = 0 --default to 0 if not present | |||
end | |||
end | |||
--Round value to 3 significant figures | |||
stat_value = util_module.round_to_sig_fig(stat_value, 3) | |||
-- get label and postfix | |||
label = localize(stat_data["label"], stat_name) | |||
postfix = stat_data["postfix"] | |||
if (postfix == nil) then | |||
postfix = "" | |||
else | |||
-- light grey for postfixes | |||
postfix = lang_module.get_string(postfix) | |||
if (postfix == nil) then | |||
postfix = "" | |||
end | |||
postfix = '<span style="color: #666666;">' .. postfix .. "</span>" | |||
end | |||
-- if a language is missing the postfix, use no postfix | |||
-- Check if icon file exists, and if not, don't use any image | |||
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png' | |||
image_file = util_module.get_image_file(image_file_name, 15, stat_name) | |||
-- Create the template'd icon | |||
local icon_color = attribute_module.get_attr_icon_color(stat_name) | |||
icon_template_title = mw.title.new("Template:Icon/" .. icon_color) | |||
icon_template_args = {} | |||
icon_template_args[1] = image_file | |||
icon_template_args[2] = stat_value .. postfix | |||
icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args } | |||
label = ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>' | |||
-- First add localized stat name for left column | |||
stat_values[category] = stat_values[category] .. label | |||
-- Then add icon and stat value for right column | |||
stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str | |||
end | |||
-- Add the stat values in the category to i.e weapon_values and vitality_values parameters | |||
template_args[string.lower(category) .. "_values"] = stat_values[category] | |||
end | |||
-- Use expandTemplate to evaluate the Infobox_hero template | |||
local template_title = mw.title.new("User:Sur") | |||
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } | |||
return expanded_template | |||
end | |||
--{{#invoke:HeroData|write_stat_infoboxes|HERO_KEY}} | |||
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit | |||
p.write_stat_infoboxes = function(frame) | |||
local hero_key = frame.args[1] | |||
if(hero_key == nil) then return "Hero parameter missing" end | |||
-- Use expandTemplate to evaluate the Infobox_hero template | |||
local template_title = mw.title.new("Template:Infobox_stat") --name of the template | |||
local template_calls = '<div style="display: flex; flex-direction: column;">' --all template calls concatenated | |||
local template_call --current template call | |||
local template_args = {} --current template arguments | |||
local cell_values --current cell values | |||
local cell_value --current cell value | |||
local label --current stat's label | |||
local postfix --current stat's postfix | |||
local stat_value --current stat's numerical value in the hero data | |||
local hero_data = heroes_data[hero_key] | |||
local stats --stats of the current category | |||
local image_file_name --name of the image_file to check | |||
local image_file --mw returned image file | |||
local extra_blank_cell --add a blank cell after certain stats | |||
local stats_to_add_blank_after = {CritDamageReceivedPercent = true} | |||
if (hero_data == nil) then return "Hero Not Found" end | |||
local category_data = attribute_module.get_category_data() | |||
local should_display | |||
for _, category in ipairs(attribute_orders["category_order"]) do | |||
if (category ~= "Spirit") then --hide Spirit section for now | |||
stats = attributes_data[category] | |||
local category_values = category_data[category] | |||
template_args["box_name"] = category_values.unlocalized_name | |||
template_args["box_rgb"] = category_values.rgb | |||
template_args["num_cols"] = 2 | |||
cell_values = "" | |||
-- Determine cell values | |||
for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do | |||
local stat_data = stats[stat_name] | |||
if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end | |||
-- gets the stat's value if it has that stat, default to 0 if not | |||
stat_value = hero_data[stat_name] | |||
if (stat_value == nil) then | |||
-- Check nested weapon stats | |||
if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then | |||
stat_value = hero_data.Weapon[stat_name] | |||
elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then | |||
stat_value = hero_data.Weapon.AltFire[stat_name] | |||
else | |||
stat_value = 0 --default to 0 if not present | |||
end | |||
end | |||
--Round value to 3 significant figures | |||
stat_value = util_module.round_to_sig_fig(stat_value, 3) | |||
-- get label and postfix | |||
label = localize(stat_data["label"], stat_name) | |||
postfix = stat_data["postfix"] | |||
if (postfix == nil) then | |||
postfix = "" | |||
else | |||
-- light grey for postfixes | |||
postfix = '<span style="color: #666666;">' .. lang_module.get_string(postfix) .. "</span>" | |||
end | |||
-- if a language is missing the postfix, use no postfix | |||
if (postfix == nil) then | |||
postfix = "" | |||
end | |||
-- Check if icon file exists, and if not, don't use any image | |||
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png' | |||
-- 15px and link to stat name (page name might not match perfectly yet) | |||
image_file = util_module.get_image_file(image_file_name, 15, stat_name) | |||
-- Create the template'd icon | |||
local icon_color = attribute_module.get_attr_icon_color(stat_name) | |||
if (icon_color == "Brown") then | |||
image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>' | |||
end | |||
-- use white instead of grey if grey is returned | |||
-- Add an empty cell following some stats to align them correctly as seen in game | |||
if (stats_to_add_blank_after[stat_name]) then | |||
extra_blank_cell = " ," --prefixed space is needed | |||
else | |||
extra_blank_cell = "" | |||
end | |||
-- slightly lighter color for stat name | |||
label = '<span style="color: #3d3d3d;">' .. label .. '</span>' | |||
-- Add the scaling str if it scales | |||
local scaling_data = p.get_hero_scaling_data(hero_data, stat_name) | |||
local scaling_strs = "" | |||
if (scaling_data ~= nil) then | |||
for scaling_value, scaling_type in pairs(scaling_data) do | |||
local scaling_str = p.write_scalar_str(scaling_value, scaling_type) | |||
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end | |||
scaling_strs = scaling_strs .. scaling_str | |||
end | |||
end | |||
-- Set cell value as "Icon StatvaluePostfix Statname Scaling," | |||
-- If icon file already exists, set it to #REDIRECT to the duplicate file page | |||
cell_value = image_file .. " " .. stat_value .. postfix .. " " .. label .. scaling_strs .. "," .. extra_blank_cell | |||
cell_values = cell_values .. cell_value --add value to values list | |||
end | |||
template_args["cell_values"] = cell_values | |||
-- Write current call | |||
template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } | |||
-- Add call to the set of calls | |||
template_calls = template_calls .. "\n" .. template_call | |||
end | |||
end | |||
return template_calls .. "</div>" | |||
end | |||
local function get_nested_stat_value(hero_data, stat_key) | |||
-- Check top-level, then Weapon, then AltFire | |||
if hero_data[stat_key] ~= nil then | |||
return hero_data[stat_key] | |||
elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then | |||
return hero_data.Weapon[stat_key] | |||
elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then | |||
return hero_data.Weapon.AltFire[stat_key] | |||
end | |||
return 0 | |||
end | |||
--writes the massive hero comparison table for a specific PI and SP | |||
-- scaling icons are shown only if PI and SP are both 0 or both not provided | |||
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER}} | |||
p.write_hero_comparison_table = function(frame) | |||
-- process inputs | |||
local power_increases = frame.args[1] | |||
if (power_increases == nil) then power_increases = 0 end | |||
local spirit_power = frame.args[2] | |||
if (spirit_power == nil) then spirit_power = 0 end | |||
-- Show scaling icons if power/increases/spirit power are 0/not specified | |||
local display_scaling_icons = false | |||
if (power_increases == 0 and spirit_power == 0) then | |||
display_scaling_icons = true | |||
end | |||
-- Initializations and declarations | |||
local row_str = "" | |||
local body_str = "" | |||
local in_development | |||
local is_disabled | |||
local template_title = "" | |||
local template_args = {} | |||
local hero_icon | |||
local hero_td_style | |||
local scalar_str | |||
-- Add hero comp stats to | |||
local stats_to_include = { | |||
Weapon = { | |||
"DPS", | |||
"SustainedDPS", | |||
"BulletDamage", | |||
"RoundsPerSecond", | |||
"FireRate", | |||
"ClipSize", | |||
"ReloadTime", | |||
"ReloadDelay", | |||
"BulletsPerShot", | |||
"BulletsPerBurst", | |||
"BurstInterShotInterval", | |||
"LightMeleeDamage", | |||
"HeavyMeleeDamage", | |||
"ReloadSingle", | |||
"BulletSpeed", | |||
"BulletGravityScale", | |||
"FalloffStartRange", | |||
"FalloffEndRange", | |||
"BonusAttackRange", | |||
"CritDamageBonusPercent", | |||
"RoundsPerSecondAtMaxSpin", | |||
"SpinAcceleration", | |||
"SpinDeceleration" | |||
}, | |||
Vitality = { | |||
"MaxHealth", | |||
"BaseHealthRegen", | |||
"BulletResist", | |||
"TechResist", | |||
"MeleeResist", | |||
"BulletLifesteal", | |||
"CritDamageReceivedPercent", | |||
"MaxMoveSpeed", | |||
"SprintSpeed", | |||
"StaminaCooldown", | |||
"Stamina" | |||
}, | |||
Spirit = { | |||
"TechPower" | |||
} | |||
} | |||
-- Iterate heroes | |||
for hero_key, hero_data in pairs(heroes_data) do | |||
-- Ensure they are not in development and they are an active hero | |||
in_development = hero_data["InDevelopment"] | |||
if (not in_development) then | |||
is_disabled = hero_data["IsDisabled"] | |||
if (not is_disabled) then | |||
--Add the row's stats | |||
row_str = "" | |||
-- Retrieve hero's localized name | |||
hero_name = localize(hero_key, hero_key) | |||
-- Retrieve hero's english name, used for hero icon | |||
hero_name_en = hero_data["Name"] | |||
-- Expand hero icon | |||
template_title = "Template:HeroIcon" | |||
template_args[1] = hero_name_en | |||
template_args[2] = hero_name | |||
hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args } | |||
-- First column in each row is hero name | |||
row_str = row_str .. "<td>" .. hero_icon .. "</td>" | |||
-- Consecutive columns are then stats | |||
-- Iterate categories | |||
for _, category in ipairs(attribute_orders["category_order"]) do | |||
category_attrs = attributes_data[category] | |||
-- Iterate attributes within the category | |||
if (stats_to_include[category] ~= nil) then | |||
for _, attr_key in ipairs(stats_to_include[category]) do | |||
--Retrieve the stats value from hero data | |||
stat_value = get_nested_stat_value(hero_data, attr_key) | |||
-- Retrieve scaling val and str if it scales | |||
local scaling_data = p.get_hero_scaling_data(hero_data, attr_key) | |||
local scaling_strs = "" | |||
if (scaling_data ~= nil) then | |||
for scaling_value, scaling_type in pairs(scaling_data) do | |||
local scaling_str = p.write_scalar_str(scaling_value, scaling_type) | |||
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end | |||
if (scaling_str ~= nil) then | |||
scaling_strs = scaling_strs .. scaling_str | |||
end | |||
-- Scale the stat value | |||
if (scaling_type == "Spirit") then | |||
stat_value = stat_value + (spirit_power * scaling_value) | |||
elseif (scaling_type == "Level") then | |||
if attr_key == 'TechResist' or attr_key == 'BulletResist' then | |||
-- each PI for resists is multiplicative | |||
stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100 | |||
else | |||
stat_value = stat_value + (power_increases * scaling_value) | |||
end | |||
end | |||
end | |||
end | |||
if (not display_scaling_icons) then scaling_strs = "" end | |||
-- Convert from boolean to string, or round it | |||
if (type(stat_value)) == 'boolean' then | |||
stat_value = tostring(stat_value) | |||
else | |||
stat_value = util_module.round_to_sig_fig(stat_value, 3) | |||
end | |||
-- Add it to the row | |||
row_str = row_str .. "<td>" .. stat_value .. scaling_strs .. "</td>" | |||
end | |||
end | |||
end | |||
-- Add row to the body | |||
row_str = "<tr>" .. row_str .. "</tr>" | |||
body_str = body_str .. row_str | |||
first_hero = false | |||
end | |||
end | |||
end | |||
-- First header is Hero | |||
local headers_str = "<th>" .. "Hero" .. "</th>" | |||
local header_style = "" | |||
local category_data = attribute_module.get_category_data() | |||
local postfix | |||
-- Used for keys that are not localized by Valve | |||
local postfix_key_map = { | |||
["ReloadDelay"] = "StatDesc_ReloadTime_postfix", | |||
["BulletsPerShot"] = "", | |||
["BulletsPerBurst"] = "", | |||
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix", | |||
["ReloadSingle"] = "", | |||
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix", | |||
["SustainedDPS"] = "DPS_postfix", | |||
["RoundsPerSecondAtMaxSpin"] = "", | |||
["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix", | |||
["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix", | |||
["BulletLifesteal"] = "BulletLifestealPercentHero_postfix", | |||
} | |||
-- Iterate stats again for displaying headers with their respective color | |||
for _, category in ipairs(attribute_orders["category_order"]) do | |||
category_attrs = attributes_data[category] | |||
category_rgb = category_data[category]["rgb"] | |||
-- Iterate attributes within the category | |||
if (stats_to_include[category] ~= nil) then | |||
for _, attr_key in ipairs(stats_to_include[category]) do | |||
attr_data = category_attrs[attr_key] | |||
if (attr_data ~= nil) then | |||
-- Localize, fallback to attr_key with proper spaces | |||
attr_localized = lang_module.get_string(attr_data["label"]) | |||
if (attr_localized == nil or attr_localized == "") then attr_localized = util_module.add_space_before_cap(attr_key) end | |||
-- Get postfix | |||
postfix = lang_module.get_string(attr_data["postfix"]) | |||
if (postfix == nil or postfix == "") then | |||
postfix = "" | |||
else | |||
postfix = " (" .. postfix .. ")" | |||
end | |||
else -- If not in attributes data, use dictionary translate and postfix | |||
attr_localized = dictionary_module.translate(attr_key) | |||
postfix = lang_module.get_string(postfix_key_map[attr_key]) | |||
if postfix == nil then | |||
return "attr_key " .. attr_key .. " must be added to postfix_key_map" | |||
end | |||
if postfix ~= "" then | |||
postfix = " (" .. postfix .. ")" | |||
end | |||
end | |||
header_style = ' style="background-color: ' .. "rgb(" .. category_rgb .. ') ;"' | |||
headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>" | |||
end | |||
end | |||
end | |||
headers_str = "<tr>" .. headers_str .. "</tr>" | |||
local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>" | |||
local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>' | |||
return output_str | |||
end | |||
function localize(key, fallback) | |||
local result = lang_module.get_string(key) | |||
if (result == "") or (result == nil) then | |||
result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"} | |||
end | |||
return result | |||
end | |||
-- Mapping from hero name to internal tag name | |||
local TAG_NAME_MAP = { | |||
["Abrams"] = "Abrams", | |||
["Bebop"] = "Bebop", | |||
["Billy"] = "Punkgoat", | |||
["Calico"] = "Nano", | |||
["The Doorman"] = "Doorman", | |||
["Drifter"] = "Drifter", | |||
["Dynamo"] = "Dynamo", | |||
["Apollo"] = "Fencer", | |||
["Graves"] = "Necro", | |||
["Grey Talon"] = "Orion", | |||
["Haze"] = "Haze", | |||
["Holliday"] = "Astro", | |||
["Infernus"] = "Inferno", | |||
["Ivy"] = "Tengu", | |||
["Kelvin"] = "Kelvin", | |||
["Lady Geist"] = "Geist", | |||
["Lash"] = "Lash", | |||
["McGinnis"] = "Engineer", | |||
["Mina"] = "VampireBat", | |||
["Mirage"] = "Mirage", | |||
["Mo & Krill"] = "Digger", | |||
["Paige"] = "Bookworm", | |||
["Paradox"] = "Chrono", | |||
["Celeste"] = "Unicorn", | |||
["Pocket"] = "Synth", | |||
["Rem"] = "Familiar", | |||
["Seven"] = "Gigawatt", | |||
["Shiv"] = "Shiv", | |||
["Silver"] = "Werewolf", | |||
["Sinclair"] = "Magician", | |||
["Venator"] = "Priest", | |||
["Victor"] = "Frank", | |||
["Vindicta"] = "Vindicta", | |||
["Viscous"] = "Viscous", | |||
["Vyper"] = "Viper", | |||
["Warden"] = "Warden", | |||
["Wraith"] = "Wraith", | |||
["Yamato"] = "Yamato", | |||
} | |||
-- Function to call hero tags based on name | |||
p.get_hero_tag = function (frame) | |||
local name = frame.args[1] | |||
local number = tonumber(frame.args[2]) | |||
-- Validate input | |||
if not name then | |||
return "Error: Missing name input." | |||
end | |||
if number ~= 1 and number ~= 2 and number ~= 3 then | |||
return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2])) | |||
end | |||
local tagname = TAG_NAME_MAP[name] | |||
if not tagname then | |||
return string.format("Error: Unknown name '%s'.", name) | |||
end | |||
-- Build localization key | |||
local key = string.format("Citadel_%s_HeroTag_%d", tagname, number) | |||
-- Call Lang.get_string | |||
local result = lang_module.get_string(key) | |||
return result or ("[Missing string for key: " .. key .. "]") | |||
end | |||
-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}} | |||
-- {{#invoke:HeroData|write_ground_dash_buckets}} | |||
p.write_ground_dash_buckets = function(frame) | |||
local buckets = { | |||
[0.62] = {}, | |||
[0.68] = {}, | |||
[0.70] = {}, | |||
} | |||
local get_dash = function(hero) | |||
return hero.GroundDashDuration | |||
or (hero.Weapon and hero.Weapon.GroundDashDuration) | |||
or (hero.Weapon and hero.Weapon.AltFire and hero.Weapon.AltFire.GroundDashDuration) | |||
end | |||
-- Collect heroes | |||
for hero_key, hero_data in pairs(heroes_data) do | |||
if not hero_data.InDevelopment and not hero_data.IsDisabled then | |||
local dash = get_dash(hero_data) | |||
if dash and buckets[dash] then | |||
table.insert(buckets[dash], hero_data.Name or hero_key) | |||
end | |||
end | |||
end | |||
-- Sort alphabetically | |||
for _, list in pairs(buckets) do | |||
table.sort(list) | |||
end | |||
-- Determine max rows dynamically | |||
local max_rows = 0 | |||
for _, list in pairs(buckets) do | |||
if #list > max_rows then max_rows = #list end | |||
end | |||
local output = {"{| class='wikitable'", "! Bucket 1 !! Bucket 2 !! Bucket 3"} | |||
local current_frame = frame or mw.getCurrentFrame() | |||
for i = 1, max_rows do | |||
local row = {} | |||
for _, bucket in ipairs({0.62, 0.68, 0.70}) do | |||
local hero_name = buckets[bucket][i] | |||
table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "") | |||
end | |||
table.insert(output, "|-\n| " .. table.concat(row, " || ")) | |||
end | |||
table.insert(output, "|}") | |||
return table.concat(output, "\n") | |||
end | |||
return p | |||
Revision as of 22:14, 30 January 2026
Documentation for this module may be created at Module:Sandbox/LVL/doc
local p = {};
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local attributes_data = mw.loadJsonData("Data:AttributeData.json")
local attribute_orders = mw.loadJsonData("Data:StatInfoboxOrder.json")
local util_module = require('Module:Utilities')
local lang_module = require('Module:Lang')
local dictionary_module = require('Module:Dictionary')
local attribute_module = require('Module:AttributeData')
-- returns the table of a specific item, used by external modules
function p.get_json_item(name)
for i,v in pairs(heroes_data) do
if (v["Name"] == name) then
return v
end
end
return nil
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(heroes_data) do
if (v[property] ~= nil) then
table.insert(similarItems, v)
end
end
return similarItems
end
-- returns the key of the specified hero's english name
function p.get_hero_key(name)
for i,v in pairs(heroes_data) do
if (v["Name"] == name) then
return i
end
end
return nil
end
--{{#invoke:HeroData|get_hero_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
--sig_figs optional for rounding floats
p.get_hero_var = function(frame)
local hero_name = frame.args[1]
local hero_stat_key = frame.args[2]
local sig_figs_or_localize = frame.args[3]
local hero = heroes_data[hero_name]
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
-- Check top-level first, then Weapon, then AltFire
local var_value = hero[hero_stat_key]
if var_value == nil and hero.Weapon then
var_value = hero.Weapon[hero_stat_key]
end
if var_value == nil and hero.Weapon and hero.Weapon.AltFire then
var_value = hero.Weapon.AltFire[hero_stat_key]
end
if(var_value == nil) then return 0 end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
if (var_value == nil) then return "get_hero_var() error with rounding" end
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(var_value)
end
return var_value
end
--{{#invoke:HeroData|get_alt_fire_var|HERO_NAME|STAT_NAME|sig_figs_or_localize}}--
p.get_alt_fire_var = function(frame)
local hero_name = frame.args[1]
local stat_key = frame.args[2]
local sig_figs_or_localize = frame.args[3]
local hero = heroes_data[hero_name]
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
if not (hero.Weapon and hero.Weapon.AltFire) then
return "No Alt Fire"
end
local var_value = hero.Weapon.AltFire[stat_key]
if(var_value == nil) then return 0 end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
var_value = util_module.round_to_sig_fig(var_value, sig_figs_or_localize)
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(var_value)
end
return var_value
end
--{{#invoke:HeroData|get_list_elem|HERO_NAME|VAR|NUMBER|LOCALIZE}}
p.get_list_elem = function(frame)
local hero_name = frame.args[1]
local var = frame.args[2]
local number_str = frame.args[3]
local number_int = tonumber(number_str)
local localize = frame.args[4]
local hero = heroes_data[hero_name]
if(hero == nil) then hero = p.get_json_item(hero_name) end
if(hero == nil) then return "Hero Not Found" end
-- Check top-level first, then Weapon, then AltFire
local list = hero[var]
if list == nil and hero.Weapon then
list = hero.Weapon[var]
end
if list == nil and hero.Weapon and hero.Weapon.AltFire then
list = hero.Weapon.AltFire[var]
end
if (list == nil) then return "" end
local element = list[number_int]
if (element == nil) then return "" end
if localize=="true" then
element = lang_module.get_string(element)
end
return element
end
p.get_ability_key = function(frame)
local hero_key = frame.args[1]
local bound_slot_number = frame.args[2]
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then return "Hero key "..hero_key.. " not found" end
local bound_abilities_data = hero_data["BoundAbilities"]
if (bound_abilities_data == nil) then return "Hero key " .. hero_key.. " has no BoundAbilities" end
return bound_abilities_data[tonumber(bound_slot_number)]["Key"]
end
p.write_role_playstyle_quote = function(frame)
local hero_key = frame.args[1]
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then return hero_key.." not found" end
local role_key = hero_data["Role"]
local role_localized = lang_module.get_string(role_key, nil, 'en')
local playstyle_key = hero_data["Playstyle"]
local playstyle_localized = lang_module.get_string(playstyle_key, nil, 'en')
local str = "<b>" .. role_localized .. '</b><br>' .. playstyle_localized
local template_args = {}
template_args[1] = ""
template_args[2] = str
return frame:expandTemplate{title = 'Quotation', args = template_args}
end
p.write_default_items = function(frame)
local hero_key = frame.args[1] --unlocalized
if (hero_key == nil) then return "No hero key provided" end
local str = ""
local hero = heroes_data[hero_key]
if (hero == nil) then return "Hero not found, must be unlocalized" end
local template_title = 'PageRef'
for i, item_key in ipairs(hero["RecommendedItems"]) do
template_args = {}
template_args[1] = lang_module.get_string(item_key, 'en')
template_args['alt_name'] = localize(item_key, item_key)
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
str = str .. "* " .. expanded_template .. "\n"
end
return str
end
--If the hero scales with the stat, it returns {{Ss|value}} or {{Ls|value}}, else blank string
--{{#invoke:HeroData|get_hero_scalar|HERO_NAME|SCALING_TYPE|STAT_NAME|sig_figs_or_localize}}--
p.get_hero_scalar = function(frame)
local hero_key = frame.args[1]
local scaling_type = frame.args[2]
local hero_stat_key = frame.args[3]
local sig_figs_or_localize = frame.args[4]
local hero_data = heroes_data[hero_key]
if(hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if(hero_data == nil) then return "Hero not found." end
local scaling_data = hero_data[scaling_type .. "Scaling"]
if scaling_data == nil then return scaling_type .. "Scaling data not found for hero" .. hero_key end
local scaling_value = scaling_data[hero_stat_key]
if scaling_value == nil then return scaling_type .. "Scaling data does not have key " .. hero_stat_key .. " for hero " .. hero_key end
--round
if (sig_figs_or_localize ~= nil and tonumber(sig_figs_or_localize) ~= nil) then
scaling_value = util_module.round_to_sig_fig(scaling_value, sig_figs_or_localize)
if (scaling_value == nil) then return "get_hero_scalar() error with rounding" end
end
--localize
if (sig_figs_or_localize == "true") then
return lang_module.get_string(scaling_value)
end
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
return scaling_str
end
-- Check if a hero has a stat (Base, Boons, or Spirit Scaling)
-- Returns "true" if found, nil if not (for #if templates)
p.hero_has_stat = function(frame)
local hero_key = frame.args[1]
local stat_key = frame.args[2]
if (hero_key == nil) then return nil end
local hero_data = heroes_data[hero_key]
if (hero_data == nil) then hero_data = p.get_json_item(hero_key) end
if (hero_data == nil) then return nil end
-- 1. Check Base Value
-- We allow 0 if it's explicitly set, but usually we filter 0 for hiding.
-- However, for resists, 0 usually means "hide", so we check ~= 0.
local val = hero_data[stat_key]
if (val ~= nil and val ~= 0) then return "true" end
-- 2. Check Level Scaling (Boons)
if (hero_data["LevelScaling"] ~= nil and hero_data["LevelScaling"][stat_key] ~= nil and hero_data["LevelScaling"][stat_key] ~= 0) then
return "true"
end
-- 3. Check Spirit Scaling
if (hero_data["SpiritScaling"] ~= nil and hero_data["SpiritScaling"][stat_key] ~= nil and hero_data["SpiritScaling"][stat_key] ~= 0) then
return "true"
end
return nil
end
-- Retrieve scaling string of a hero's given stat, if it has scaling, else return blank
-- Scaling string meaning the expanded template {{Ss|scalar}} or {{Ls|scalar}}
function p.write_scalar_str(scaling_value, scaling_type)
local scaling_abbrevs = {Spirit = "Ss", Level = "PI"}
-- Return blank if it doesnt scale
if (scaling_value == 0) then return "" end
-- Round it
scaling_value = util_module.round_to_sig_fig(scaling_value, 3)
--The hero has a scaling value with this stat
local template_title = "Template:" .. scaling_abbrevs[scaling_type] --scaling type's abbreviation
local template_args = {}
template_args["1"] = scaling_value --store in 1st arg for {{{1}}} to grab it from {{SS}} or {{LS}} template
local template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return template_call
end
-- Retrieve scaling value and type of a hero's given stat, if it has scaling, else return 0
function p.get_hero_scaling_data(hero_data, hero_stat_key)
local scaling_type_full
local scaling_data
local scaling_value
local scaling_types = {"Spirit", "Level"}
local scaling_data_returned = {}
for index, scaling_type in ipairs(scaling_types) do
scaling_type_full = scaling_type .. "Scaling"
scaling_data = hero_data[scaling_type_full]
--If the scaling data exists
if (scaling_data ~= nil) then
scaling_value = scaling_data[hero_stat_key]
--If the stat scales
if (scaling_value ~= nil) then
scaling_data_returned[scaling_value] = scaling_type
end
end
end
return scaling_data_returned
end
--HERO_NAME in english
--{{#invoke:HeroData|write_infobox|HERO_NAME}}--
p.write_infobox = function(frame)
-- Get hero data
hero_key = frame.args[1]
hero_data = heroes_data[hero_key]
if(hero_data == nil) then return "Hero " .. hero_key .. " Not Found" end
local infobox_attributes = {
Weapon = {'DPS','ClipSize','RoundsPerSecond','ReloadTime'},
Vitality = {'MaxHealth','BulletResist','TechResist','MaxMoveSpeed'}
}
-- Declarations and initializations
local category_data = attribute_module.get_category_data()
local stats
local stat_data
local stat_value
local stat_text
local label
local postfix
local should_display
local image_file_name
local image_file
local icon_and_value_str
local template_args = {}
local stat_values = {Weapon = "", Vitality = ""}
-- Add the main parameters
template_args["name_english"] = lang_module.get_string(hero_key, 'en')
template_args["name_localized"] = localize(hero_key, hero_key)
-- Iterate attribute categories
for category, stats in pairs(infobox_attributes) do
-- Iterate stats
for _, stat_name in ipairs(stats) do
-- Confirm its in attribute data and retrieve it
attribute_data = attributes_data[category]
if (attribute_data == nil) then return "Category " .. category .. " in infobox_attributes is not in Data:AttributeData" end
stat_data = attribute_data[stat_name]
if (stat_data == nil) then return "Attribute " .. stat_name .. " in infobox_attributes is not in Data:AttributeData" end
-- gets the stat's value
stat_value = hero_data[stat_name]
if (stat_value == nil) then
-- Check nested weapon stats
if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then
stat_value = hero_data.Weapon[stat_name]
elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then
stat_value = hero_data.Weapon.AltFire[stat_name]
else
stat_value = 0 --default to 0 if not present
end
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = localize(stat_data["label"], stat_name)
postfix = stat_data["postfix"]
if (postfix == nil) then
postfix = ""
else
-- light grey for postfixes
postfix = lang_module.get_string(postfix)
if (postfix == nil) then
postfix = ""
end
postfix = '<span style="color: #666666;">' .. postfix .. "</span>"
end
-- if a language is missing the postfix, use no postfix
-- Check if icon file exists, and if not, don't use any image
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
-- Create the template'd icon
local icon_color = attribute_module.get_attr_icon_color(stat_name)
icon_template_title = mw.title.new("Template:Icon/" .. icon_color)
icon_template_args = {}
icon_template_args[1] = image_file
icon_template_args[2] = stat_value .. postfix
icon_and_value_str = mw.getCurrentFrame():expandTemplate{ title = icon_template_title, args = icon_template_args }
label = ',<span style="color: #999999; background-color: #2F2F2F; display: inline-flex; width: 100%; height: 100%; justify-content: center; align-items: center;">' .. label .. '</span>'
-- First add localized stat name for left column
stat_values[category] = stat_values[category] .. label
-- Then add icon and stat value for right column
stat_values[category] = stat_values[category] .. ',' .. icon_and_value_str
end
-- Add the stat values in the category to i.e weapon_values and vitality_values parameters
template_args[string.lower(category) .. "_values"] = stat_values[category]
end
-- Use expandTemplate to evaluate the Infobox_hero template
local template_title = mw.title.new("User:Sur")
local expanded_template = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
return expanded_template
end
--{{#invoke:HeroData|write_stat_infoboxes|HERO_KEY}}
--Creates {{Infobox_stat}}'s' for the 3 categories Weapon, Vitality, Spirit
p.write_stat_infoboxes = function(frame)
local hero_key = frame.args[1]
if(hero_key == nil) then return "Hero parameter missing" end
-- Use expandTemplate to evaluate the Infobox_hero template
local template_title = mw.title.new("Template:Infobox_stat") --name of the template
local template_calls = '<div style="display: flex; flex-direction: column;">' --all template calls concatenated
local template_call --current template call
local template_args = {} --current template arguments
local cell_values --current cell values
local cell_value --current cell value
local label --current stat's label
local postfix --current stat's postfix
local stat_value --current stat's numerical value in the hero data
local hero_data = heroes_data[hero_key]
local stats --stats of the current category
local image_file_name --name of the image_file to check
local image_file --mw returned image file
local extra_blank_cell --add a blank cell after certain stats
local stats_to_add_blank_after = {CritDamageReceivedPercent = true}
if (hero_data == nil) then return "Hero Not Found" end
local category_data = attribute_module.get_category_data()
local should_display
for _, category in ipairs(attribute_orders["category_order"]) do
if (category ~= "Spirit") then --hide Spirit section for now
stats = attributes_data[category]
local category_values = category_data[category]
template_args["box_name"] = category_values.unlocalized_name
template_args["box_rgb"] = category_values.rgb
template_args["num_cols"] = 2
cell_values = ""
-- Determine cell values
for _, stat_name in ipairs(attribute_orders[category]["attribute_order"]) do
local stat_data = stats[stat_name]
if stat_data == nil then return "Stat " .. stat_name .. " from StatInfoboxOrder has no data in AttributeData" end
-- gets the stat's value if it has that stat, default to 0 if not
stat_value = hero_data[stat_name]
if (stat_value == nil) then
-- Check nested weapon stats
if hero_data.Weapon and hero_data.Weapon[stat_name] ~= nil then
stat_value = hero_data.Weapon[stat_name]
elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_name] ~= nil then
stat_value = hero_data.Weapon.AltFire[stat_name]
else
stat_value = 0 --default to 0 if not present
end
end
--Round value to 3 significant figures
stat_value = util_module.round_to_sig_fig(stat_value, 3)
-- get label and postfix
label = localize(stat_data["label"], stat_name)
postfix = stat_data["postfix"]
if (postfix == nil) then
postfix = ""
else
-- light grey for postfixes
postfix = '<span style="color: #666666;">' .. lang_module.get_string(postfix) .. "</span>"
end
-- if a language is missing the postfix, use no postfix
if (postfix == nil) then
postfix = ""
end
-- Check if icon file exists, and if not, don't use any image
image_file_name = 'File:AttributeIcon' .. stat_name .. '.png'
-- 15px and link to stat name (page name might not match perfectly yet)
image_file = util_module.get_image_file(image_file_name, 15, stat_name)
-- Create the template'd icon
local icon_color = attribute_module.get_attr_icon_color(stat_name)
if (icon_color == "Brown") then
image_file = '<span style="position: relative; bottom: 2px; filter: invert(42%) sepia(10%) saturate(2912%) hue-rotate(351deg) brightness(90%) contrast(87%);">' .. image_file .. '</span>'
end
-- use white instead of grey if grey is returned
-- Add an empty cell following some stats to align them correctly as seen in game
if (stats_to_add_blank_after[stat_name]) then
extra_blank_cell = " ," --prefixed space is needed
else
extra_blank_cell = ""
end
-- slightly lighter color for stat name
label = '<span style="color: #3d3d3d;">' .. label .. '</span>'
-- Add the scaling str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, stat_name)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
scaling_strs = scaling_strs .. scaling_str
end
end
-- Set cell value as "Icon StatvaluePostfix Statname Scaling,"
-- If icon file already exists, set it to #REDIRECT to the duplicate file page
cell_value = image_file .. " " .. stat_value .. postfix .. " " .. label .. scaling_strs .. "," .. extra_blank_cell
cell_values = cell_values .. cell_value --add value to values list
end
template_args["cell_values"] = cell_values
-- Write current call
template_call = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- Add call to the set of calls
template_calls = template_calls .. "\n" .. template_call
end
end
return template_calls .. "</div>"
end
local function get_nested_stat_value(hero_data, stat_key)
-- Check top-level, then Weapon, then AltFire
if hero_data[stat_key] ~= nil then
return hero_data[stat_key]
elseif hero_data.Weapon and hero_data.Weapon[stat_key] ~= nil then
return hero_data.Weapon[stat_key]
elseif hero_data.Weapon and hero_data.Weapon.AltFire and hero_data.Weapon.AltFire[stat_key] ~= nil then
return hero_data.Weapon.AltFire[stat_key]
end
return 0
end
--writes the massive hero comparison table for a specific PI and SP
-- scaling icons are shown only if PI and SP are both 0 or both not provided
--{{#invoke:HeroData|write_hero_comparison_table|POWER_INCREASES|SPIRIT_POWER}}
p.write_hero_comparison_table = function(frame)
-- process inputs
local power_increases = frame.args[1]
if (power_increases == nil) then power_increases = 0 end
local spirit_power = frame.args[2]
if (spirit_power == nil) then spirit_power = 0 end
-- Show scaling icons if power/increases/spirit power are 0/not specified
local display_scaling_icons = false
if (power_increases == 0 and spirit_power == 0) then
display_scaling_icons = true
end
-- Initializations and declarations
local row_str = ""
local body_str = ""
local in_development
local is_disabled
local template_title = ""
local template_args = {}
local hero_icon
local hero_td_style
local scalar_str
-- Add hero comp stats to
local stats_to_include = {
Weapon = {
"DPS",
"SustainedDPS",
"BulletDamage",
"RoundsPerSecond",
"FireRate",
"ClipSize",
"ReloadTime",
"ReloadDelay",
"BulletsPerShot",
"BulletsPerBurst",
"BurstInterShotInterval",
"LightMeleeDamage",
"HeavyMeleeDamage",
"ReloadSingle",
"BulletSpeed",
"BulletGravityScale",
"FalloffStartRange",
"FalloffEndRange",
"BonusAttackRange",
"CritDamageBonusPercent",
"RoundsPerSecondAtMaxSpin",
"SpinAcceleration",
"SpinDeceleration"
},
Vitality = {
"MaxHealth",
"BaseHealthRegen",
"BulletResist",
"TechResist",
"MeleeResist",
"BulletLifesteal",
"CritDamageReceivedPercent",
"MaxMoveSpeed",
"SprintSpeed",
"StaminaCooldown",
"Stamina"
},
Spirit = {
"TechPower"
}
}
-- Iterate heroes
for hero_key, hero_data in pairs(heroes_data) do
-- Ensure they are not in development and they are an active hero
in_development = hero_data["InDevelopment"]
if (not in_development) then
is_disabled = hero_data["IsDisabled"]
if (not is_disabled) then
--Add the row's stats
row_str = ""
-- Retrieve hero's localized name
hero_name = localize(hero_key, hero_key)
-- Retrieve hero's english name, used for hero icon
hero_name_en = hero_data["Name"]
-- Expand hero icon
template_title = "Template:HeroIcon"
template_args[1] = hero_name_en
template_args[2] = hero_name
hero_icon = mw.getCurrentFrame():expandTemplate{ title = template_title, args = template_args }
-- First column in each row is hero name
row_str = row_str .. "<td>" .. hero_icon .. "</td>"
-- Consecutive columns are then stats
-- Iterate categories
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
--Retrieve the stats value from hero data
stat_value = get_nested_stat_value(hero_data, attr_key)
-- Retrieve scaling val and str if it scales
local scaling_data = p.get_hero_scaling_data(hero_data, attr_key)
local scaling_strs = ""
if (scaling_data ~= nil) then
for scaling_value, scaling_type in pairs(scaling_data) do
local scaling_str = p.write_scalar_str(scaling_value, scaling_type)
if (scaling_str ~= "") then scaling_str = " " .. scaling_str end
if (scaling_str ~= nil) then
scaling_strs = scaling_strs .. scaling_str
end
-- Scale the stat value
if (scaling_type == "Spirit") then
stat_value = stat_value + (spirit_power * scaling_value)
elseif (scaling_type == "Level") then
if attr_key == 'TechResist' or attr_key == 'BulletResist' then
-- each PI for resists is multiplicative
stat_value = (stat_value/100 + 1 - (1-scaling_value/100)^power_increases)*100
else
stat_value = stat_value + (power_increases * scaling_value)
end
end
end
end
if (not display_scaling_icons) then scaling_strs = "" end
-- Convert from boolean to string, or round it
if (type(stat_value)) == 'boolean' then
stat_value = tostring(stat_value)
else
stat_value = util_module.round_to_sig_fig(stat_value, 3)
end
-- Add it to the row
row_str = row_str .. "<td>" .. stat_value .. scaling_strs .. "</td>"
end
end
end
-- Add row to the body
row_str = "<tr>" .. row_str .. "</tr>"
body_str = body_str .. row_str
first_hero = false
end
end
end
-- First header is Hero
local headers_str = "<th>" .. "Hero" .. "</th>"
local header_style = ""
local category_data = attribute_module.get_category_data()
local postfix
-- Used for keys that are not localized by Valve
local postfix_key_map = {
["ReloadDelay"] = "StatDesc_ReloadTime_postfix",
["BulletsPerShot"] = "",
["BulletsPerBurst"] = "",
["BurstInterShotInterval"] = "StatDesc_ReloadTime_postfix",
["ReloadSingle"] = "",
["BonusAttackRange"] = "StatDesc_WeaponRangeFalloffMax_postfix",
["SustainedDPS"] = "DPS_postfix",
["RoundsPerSecondAtMaxSpin"] = "",
["CritDamageBonusScale"] = "StatDesc_CritDamageBonusScale_postfix",
["BonusCritDamagePercent"] = "BonusCritDamagePercent_postfix",
["BulletLifesteal"] = "BulletLifestealPercentHero_postfix",
}
-- Iterate stats again for displaying headers with their respective color
for _, category in ipairs(attribute_orders["category_order"]) do
category_attrs = attributes_data[category]
category_rgb = category_data[category]["rgb"]
-- Iterate attributes within the category
if (stats_to_include[category] ~= nil) then
for _, attr_key in ipairs(stats_to_include[category]) do
attr_data = category_attrs[attr_key]
if (attr_data ~= nil) then
-- Localize, fallback to attr_key with proper spaces
attr_localized = lang_module.get_string(attr_data["label"])
if (attr_localized == nil or attr_localized == "") then attr_localized = util_module.add_space_before_cap(attr_key) end
-- Get postfix
postfix = lang_module.get_string(attr_data["postfix"])
if (postfix == nil or postfix == "") then
postfix = ""
else
postfix = " (" .. postfix .. ")"
end
else -- If not in attributes data, use dictionary translate and postfix
attr_localized = dictionary_module.translate(attr_key)
postfix = lang_module.get_string(postfix_key_map[attr_key])
if postfix == nil then
return "attr_key " .. attr_key .. " must be added to postfix_key_map"
end
if postfix ~= "" then
postfix = " (" .. postfix .. ")"
end
end
header_style = ' style="background-color: ' .. "rgb(" .. category_rgb .. ') ;"'
headers_str = headers_str .. "<th" .. header_style .. ">" .. attr_localized .. postfix .. "</th>"
end
end
end
headers_str = "<tr>" .. headers_str .. "</tr>"
local table_str = '<table class="wikitable sortable" style="table-layout: auto; width: 100%;">' .. headers_str .. body_str .. "</table>"
local output_str = '<div style="overflow-x: auto; width: 100%;">' .. table_str .. '</div>'
return output_str
end
function localize(key, fallback)
local result = lang_module.get_string(key)
if (result == "") or (result == nil) then
result = util_module.add_space_before_cap(fallback) .. mw.getCurrentFrame():expandTemplate{title="MissingValveTranslationTooltip"}
end
return result
end
-- Mapping from hero name to internal tag name
local TAG_NAME_MAP = {
["Abrams"] = "Abrams",
["Bebop"] = "Bebop",
["Billy"] = "Punkgoat",
["Calico"] = "Nano",
["The Doorman"] = "Doorman",
["Drifter"] = "Drifter",
["Dynamo"] = "Dynamo",
["Apollo"] = "Fencer",
["Graves"] = "Necro",
["Grey Talon"] = "Orion",
["Haze"] = "Haze",
["Holliday"] = "Astro",
["Infernus"] = "Inferno",
["Ivy"] = "Tengu",
["Kelvin"] = "Kelvin",
["Lady Geist"] = "Geist",
["Lash"] = "Lash",
["McGinnis"] = "Engineer",
["Mina"] = "VampireBat",
["Mirage"] = "Mirage",
["Mo & Krill"] = "Digger",
["Paige"] = "Bookworm",
["Paradox"] = "Chrono",
["Celeste"] = "Unicorn",
["Pocket"] = "Synth",
["Rem"] = "Familiar",
["Seven"] = "Gigawatt",
["Shiv"] = "Shiv",
["Silver"] = "Werewolf",
["Sinclair"] = "Magician",
["Venator"] = "Priest",
["Victor"] = "Frank",
["Vindicta"] = "Vindicta",
["Viscous"] = "Viscous",
["Vyper"] = "Viper",
["Warden"] = "Warden",
["Wraith"] = "Wraith",
["Yamato"] = "Yamato",
}
-- Function to call hero tags based on name
p.get_hero_tag = function (frame)
local name = frame.args[1]
local number = tonumber(frame.args[2])
-- Validate input
if not name then
return "Error: Missing name input."
end
if number ~= 1 and number ~= 2 and number ~= 3 then
return string.format("Error: Invalid number '%s'. Must be 1, 2, or 3.", tostring(frame.args[2]))
end
local tagname = TAG_NAME_MAP[name]
if not tagname then
return string.format("Error: Unknown name '%s'.", name)
end
-- Build localization key
local key = string.format("Citadel_%s_HeroTag_%d", tagname, number)
-- Call Lang.get_string
local result = lang_module.get_string(key)
return result or ("[Missing string for key: " .. key .. "]")
end
-- Outputs a wikitable of heroes grouped by GroundDashDuration using {{HeroIcon|hero_name}}
-- {{#invoke:HeroData|write_ground_dash_buckets}}
p.write_ground_dash_buckets = function(frame)
local buckets = {
[0.62] = {},
[0.68] = {},
[0.70] = {},
}
local get_dash = function(hero)
return hero.GroundDashDuration
or (hero.Weapon and hero.Weapon.GroundDashDuration)
or (hero.Weapon and hero.Weapon.AltFire and hero.Weapon.AltFire.GroundDashDuration)
end
-- Collect heroes
for hero_key, hero_data in pairs(heroes_data) do
if not hero_data.InDevelopment and not hero_data.IsDisabled then
local dash = get_dash(hero_data)
if dash and buckets[dash] then
table.insert(buckets[dash], hero_data.Name or hero_key)
end
end
end
-- Sort alphabetically
for _, list in pairs(buckets) do
table.sort(list)
end
-- Determine max rows dynamically
local max_rows = 0
for _, list in pairs(buckets) do
if #list > max_rows then max_rows = #list end
end
local output = {"{| class='wikitable'", "! Bucket 1 !! Bucket 2 !! Bucket 3"}
local current_frame = frame or mw.getCurrentFrame()
for i = 1, max_rows do
local row = {}
for _, bucket in ipairs({0.62, 0.68, 0.70}) do
local hero_name = buckets[bucket][i]
table.insert(row, hero_name and current_frame:expandTemplate{title = "HeroIcon", args = {hero_name}} or "")
end
table.insert(output, "|-\n| " .. table.concat(row, " || "))
end
table.insert(output, "|}")
return table.concat(output, "\n")
end
return p