Module:Sandbox/LVL: Difference between revisions

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local data = mw.loadJsonData("Data:AbilityCards.json")
local raw_ability_data = mw.loadJsonData("Data:AbilityData.json")
local p = {}
local p = {}


-- returns the table of a specific ability from Data:AbilityCards.json
-- Get NPC data values (you may need to adjust these based on your wiki's implementation)
function get_ability(hero_key, ability_num)
local baseValue = 20 -- This should match {{NpcData|neutral_sinners_sacrifice|GoldReward}}
local ui_data = data[hero_key]
local bonusPercentPerMinute = 0.02 -- This should match {{NpcData|neutral_sinners_sacrifice|GoldRewardBonusPercentPerMinute}} / 100
if(ui_data == nil) then return "Hero Not Found" end
return ui_data[tonumber(ability_num)]
end
 
-- Returns the table of a specific ability from Data:AbilityData.json by its Key or Name
-- It first attempts a direct lookup by key for efficiency. If that fails, it iterates
-- through the data to find a matching Name property.
-- @function  find_json_ability
-- @param      {string} identifier - The ability's key or name
-- @return    {table} or nil
local function find_json_ability(identifier)
-- First, try a direct lookup by key (most efficient method)
if raw_ability_data[identifier] then
return raw_ability_data[identifier]
end
-- If not found by key, loop through and search by the "Name" property as a fallback
-- Skip any ability that is explicitly disabled
for _, v in pairs(raw_ability_data) do
if v.Name == identifier and not v.IsDisabled then
return v
end
end
-- If not found by either method, return nil
return nil
end
 
--{{#invoke:AbilityData|get_ability_name|HERO_NAME|ABILITY_NUM}}--
p.get_ability_name = function(frame)
local hero_name = frame.args[1]
local ability_num = frame.args[2]
local ability = get_ability(hero_name, ability_num)
if(ability == nil) then return "Ability Not Found" end
return ability.Name
end
 
--{{#invoke:AbilityData|get_ability_prop|ability_key_or_name|prop}}--
p.get_ability_prop = function(frame)
local ability_identifier = frame.args[1]
local prop = frame.args[2]
    -- Use the new, more flexible lookup function
local ability = find_json_ability(ability_identifier)
if(ability == nil) then return "Ability Not Found" end
 
local element = ability[prop]
if element == nil then return "" end
 
-- if the property is a table, return its Value field
if type(element) == "table" then
    return element.Value or ""
end


-- otherwise return the scalar value
function p.calculatePayouts(frame)
return element
    local time = tonumber(frame.args[1]) or 0
   
    -- Calculate total soul value
    local totalValue = math.floor((baseValue + (baseValue * bonusPercentPerMinute * time)) * 2)
   
    -- Calculate individual payouts
    local lightMelee = math.floor(totalValue / 20 + 0.5) -- Adding 0.5 for proper rounding
    local heavyMelee = math.floor(totalValue / 10 + 0.5)
    local finalHit = math.floor(totalValue / 2 + 0.5) + math.floor(totalValue / 10 + 0.5)
   
    -- Return JSON format for easy parsing by JavaScript
    return mw.text.jsonEncode({
        total = totalValue,
        light = lightMelee,
        heavy = heavyMelee,
        final = finalHit
    })
end
end
--{{#invoke:AbilityData|get_ability_upgrade_prop|ability_key_or_name|upgrade_num|prop}}--
-- Gets a specific property from a specific upgrade of an ability.
-- @param {string} frame.args[1] - The ability's key (e.g., "ability_afterburn") or name (e.g., "Afterburn").
-- @param {string|number} frame.args[2] - The upgrade number (1, 2, or 3).
-- @param {string} frame.args[3] - The name of the property to retrieve.
p.get_ability_upgrade_prop = function(frame)
local ability_identifier = frame.args[1]
local upgrade_num_str  = frame.args[2]
local prop            = frame.args[3]
local debug            = frame.args.debug      -- ← NEW
if not (ability_identifier and upgrade_num_str and prop) then
return debug and "Missing args" or ""
end
local ability = find_json_ability(ability_identifier)
if not ability then
return debug and "Ability not found" or ""
end
local upgrades = ability.Upgrades
if type(upgrades) ~= "table" then
return debug and "No upgrades" or ""
end
local upgrade_num = tonumber(upgrade_num_str)
if not upgrade_num or not upgrades[upgrade_num] then
return debug and "Upgrade not found" or ""
end
local element = upgrades[upgrade_num][prop]
if element == nil then
return debug and "Prop missing" or ""
end
-- return the value (number or string) directly
local out = type(element) == "table" and (element.Value or "") or tostring(element)
return debug and ("→"..out.."←") or out
end


return p
return p