Module:Sandbox/LVL: Difference between revisions

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--]]
--]]
p.write_power_increase_table = function(frame)
p.write_power_increase_table = function(frame)
-- Read and validate the arguments passed from the #invoke call.
local property = frame.args[1]
local property = frame.args[1]
local title = frame.args.title
local title = frame.args.title
Line 224: Line 223:
return tostring(create_table)
return tostring(create_table)
end
end
end
--[[
-- @function p.write_multishot_stats
-- @description Outputs a wikitext bulleted list of heroes with spreadshot or burst fire weapons.
-- @param {Frame} frame The MediaWiki frame object.
-- @return {string} A formatted wikitext string.
--]]
p.write_multishot_stats = function(frame)
local function hero_sort(h1, h2)
return h1["Name"] < h2["Name"]
end
local spreadshot_heroes = {}
local burst_heroes = {}
for _, hero in pairs(heroes_data) do
if ((hero["BulletsPerShot"] or 1) > 1 and not hero["IsDisabled"]) then
table.insert(spreadshot_heroes, hero)
elseif ((hero["BulletsPerBurst"] or 1) > 1 and not hero["IsDisabled"]) then
table.insert(burst_heroes, hero)
end
end
table.sort(spreadshot_heroes, hero_sort)
table.sort(burst_heroes, hero_sort)
local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n"
for _, hero in ipairs(spreadshot_heroes) do
local base = math.floor(hero["BulletDamage"] * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local shots = hero["BulletsPerShot"]
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, "
.. base .. "/pellet, +" .. level .. "/pellet\n"
multishot_str = multishot_str .. stat_str
end
multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n"
for _, hero in ipairs(burst_heroes) do
local base = math.floor(hero["BulletDamage"] * 100) / 100
local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
local shots = hero["BulletsPerBurst"]
local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, "
.. base .. "/bullet, +" .. level .. "/bullet\n"
multishot_str = multishot_str .. stat_str
end
return multishot_str
end
end


return p
return p

Revision as of 17:29, 29 August 2025

Documentation for this module may be created at Module:Sandbox/LVL/doc

local p = {};

-- Loads the necessary data from the wiki's JSON pages.
local heroes_data = mw.loadJsonData("Data:HeroData.json")
local soul_unlocks_data = mw.loadJsonData("Data:SoulUnlockData.json")

-- Defines human-readable names for the internal property keys used in headers.
local level_scaling_key_to_name = {
	BulletDamage = "Bullet Damage",
	MaxHealth = "Health",
	TechPower = "Spirit Power",
	LightMeleeDamage = "Light 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 = 55.2, level = 2.64, suffix = "alt fire 12 pellets"},
	Viscous = {base = 63, level = 0.9, suffix = "alt fire AOE"},
	Yamato = {base = 63.36, level = 0.35, suffix = "alt fire AOE"}
}

--[[
-- @function p.write_power_increase_table
-- @description Generates a responsive and readable table showing hero stat scaling based on boons.
--              Includes a compact summary view and an expandable, detailed view for all levels.
--              Can optionally wrap the entire output in a theme-aware collapsible section.
-- @param {Frame} frame The MediaWiki frame object.
-- @param {string} frame.args[1] The internal property name to display (e.g., 'BulletDamage').
-- @param {string} [frame.args.title] An optional title. If provided, the table is wrapped in a collapsible section.
-- @return {string} The complete HTML for the table or collapsible section.
--]]
p.write_power_increase_table = function(frame)
	local property = frame.args[1]
	local title = frame.args.title

	if not property or property == '' then
		return '<strong class="error">Error: Missing required property argument in #invoke call. Example: {{#invoke:LVL/Sandbox|write_power_increase_table|BulletDamage}}</strong>'
	end

	local name = level_scaling_key_to_name[property]

	if not name then
		 return '<strong class="error">Error: Invalid property argument "' .. tostring(property) .. '". Must be one of: BulletDamage, MaxHealth, TechPower, LightMeleeDamage, HeavyMeleeDamage.</strong>'
	end
	
	-- Create an ordered list of soul requirements for each power increase.
	local pi_souls_list = {}
	for _, v in ipairs(soul_unlocks_data) do
		if (v["PowerIncrease"]) then
			table.insert(pi_souls_list, v["RequiredSouls"])
		end
	end
	local max_boons = #pi_souls_list
	
	-- Define the milestones to display in the summary table.
	local milestones = {10, 20, max_boons}
	
	-- Filter out disabled heroes from the data.
	local filtered_heroes = {}
	for _, hero in pairs(heroes_data) do
		if (not hero["IsDisabled"]) then
			table.insert(filtered_heroes, hero)
		end
	end
	
	-- Sort the hero list alphabetically by name for consistent ordering.
	table.sort(filtered_heroes, function(a, b)
		return a.Name < b.Name
	end)
	
	-- Begin building the main data table.
	local create_table = mw.html.create("table"):addClass("wikitable sortable")
	
	-- Create the header row for the summary table.
	local header_row = mw.html.create("tr")
	header_row
		:tag("th"):wikitext("Hero"):done()
		:tag("th"):wikitext("Base " .. name):done()
		:tag("th"):wikitext("Increase per Boon"):done()

	-- Dynamically create milestone headers with both boon count and soul amount.
	for _, count in ipairs(milestones) do
		local header_text = count .. " Boons"
		if count == max_boons then header_text = header_text .. " (Max)" end
		local required_souls = pi_souls_list[count]
		local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
		local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
		local full_header = header_text .. "<br /><small>(" .. soul_display .. ")</small>"
		header_row:tag("th"):wikitext(full_header):done()
	end
	
	header_row:tag("th"):wikitext("Full Details"):done()
	create_table:node(header_row)
	
	-- A helper function that generates the HTML for a single hero's row and its collapsible details.
	local function addHeroRows(hero_data, is_alt_fire)
		local base, level, suffix
		local hero_icon_wikitext = frame:expandTemplate{ title = "HeroIcon", args = {hero_data["Name"]}}
		
		-- Determine if this is a main weapon or an alt-fire and set the correct data.
		if is_alt_fire then
			base = hero_data.alt_fire.base
			level = hero_data.alt_fire.level
			suffix = " (" .. hero_data.alt_fire.suffix .. ")"
		else
			base = (hero_data[property] or 0)
			level = (hero_data["LevelScaling"] and hero_data["LevelScaling"][property] or 0)
			suffix = ""
			
			local shots = (hero_data["BulletsPerShot"] or 1)
			local burst = (hero_data["BulletsPerBurst"] or 1)
			if (property == "BulletDamage" and (shots * burst) > 1) then
				if (not hero_data["HitOnceAcrossAllBullets"]) then
					base = base * shots * burst
					level = level * shots * burst
				end
				if (shots > 1) then suffix = suffix .. " (" .. shots .. " pellets)" end
				if (burst > 1) then suffix = suffix .. " (" .. burst .. " bullets)" end
			end
		end

		-- Build the main summary row with the hero's info and milestone values.
		local summary_row = mw.html.create("tr")
		
		local hero_cell_content = hero_icon_wikitext .. suffix
		
		summary_row:tag("td"):wikitext(hero_cell_content):done()
		summary_row
			:tag("td"):wikitext(string.format("%.2f", base)):done()
			:tag("td"):wikitext("+" .. string.format("%.2f", level)):done()
		
		for _, count in ipairs(milestones) do
			local total = base + level * count
			summary_row:tag("td"):wikitext(string.format("%.2f", total)):done()
		end

		-- Create the main container for the collapsible "Full Details" section.
		local details_id = "boon-details-" .. hero_data.Name .. "-" .. property .. (is_alt_fire and "-alt" or "")
		local collapsible_container = mw.html.create("div")
			:addClass("mw-collapsible mw-collapsed")
			:attr("id", details_id)
			:attr("style", "display: flex; flex-direction: column; align-items: flex-end; gap: 5px;")
		
		-- Style the "Show All" toggle to look like a theme-aware button.
		collapsible_container:tag("div")
		    :addClass("mw-collapsible-toggle")
		    :attr("style", "display: inline-block; padding: 2px 8px; border: 1px solid currentColor; border-radius: 1px; text-decoration: none;")
		    :wikitext("Show All")
			
		-- Create the container for the expanded content.
		local content_div = mw.html.create("div"):addClass("mw-collapsible-content")
		
		-- Generate the three-column layout by distributing rows into mini-tables.
		local column1_rows, column2_rows, column3_rows = {}, {}, {}
		local rows_per_column = math.ceil(max_boons / 3)
		
		for i = 1, max_boons do
			local total = base + level * i
			local required_souls = pi_souls_list[i]
			local souls_formatted = string.format("%.1fK", (required_souls + 400) / 1000)
			local soul_display = frame:expandTemplate{ title = "Souls", args = {souls_formatted} }
			
			local row_html = string.format("<tr><td>%s</td><td style='text-align:right;'>%.2f</td></tr>", soul_display, total)
			
			if i <= rows_per_column then
				table.insert(column1_rows, row_html)
			elseif i <= rows_per_column * 2 then
				table.insert(column2_rows, row_html)
			else
				table.insert(column3_rows, row_html)
			end
		end
		
		local table_style = "border:none; background:transparent; margin:0 10px; min-width:150px;"
		local table1 = "<table style='" .. table_style .. "'>" .. table.concat(column1_rows) .. "</table>"
		local table2 = "<table style='" .. table_style .. "'>" .. table.concat(column2_rows) .. "</table>"
		local table3 = "<table style='" .. table_style .. "'>" .. table.concat(column3_rows) .. "</table>"
		
		-- Use a flexbox container to display the mini-tables side-by-side.
		local flex_container_style = "display:flex; justify-content:space-around; padding:10px 0;"
		content_div:wikitext("<div style='" .. flex_container_style .. "'>" .. table1 .. table2 .. table3 .. "</div>")
		
		collapsible_container:node(content_div)
		summary_row:tag("td"):node(collapsible_container)
		create_table:node(summary_row)
	end
	
	-- Iterate through each hero to generate their main row and an alt-fire row if applicable.
	for _, hero in ipairs(filtered_heroes) do
		addHeroRows(hero, false)
		if (property == "BulletDamage" and alt_fires[hero["Name"]] ~= nil) then
			local alt_fire_hero_data = {
				Name = hero.Name,
				alt_fire = alt_fires[hero.Name]
			}
			addHeroRows(alt_fire_hero_data, true)
		end
	end
	
	-- If a title was provided, wrap the completed table in a theme-aware collapsible container.
	if title and title ~= '' then
		local wrapper = mw.html.create('table')
			:addClass('mw-collapsible mw-collapsed wikitable')
			:css('width', '100%')
			:css('margin-bottom', '1em')

		local header_row_wrapper = wrapper:tag('tr')

		header_row_wrapper:tag('th')
			:css('text-align', 'center')
			:wikitext('<span style="font-size: larger; font-weight: bold;">' .. title .. '</span><span class="mw-collapsible-toggle mw-collapsible-toggle-right">[Show]</span>')

		local content_row_wrapper = wrapper:tag('tr')

		content_row_wrapper:tag('td')
			:addClass('mw-collapsible-content')
			:node(create_table)
			
		return tostring(wrapper)
	else
		-- If no title is provided, return the table as before.
		return tostring(create_table)
	end
end

--[[
-- @function p.write_multishot_stats
-- @description Outputs a wikitext bulleted list of heroes with spreadshot or burst fire weapons.
-- @param {Frame} frame The MediaWiki frame object.
-- @return {string} A formatted wikitext string.
--]]
p.write_multishot_stats = function(frame)
	local function hero_sort(h1, h2) 
		return h1["Name"] < h2["Name"]
	end
	local spreadshot_heroes = {}
	local burst_heroes = {}
	for _, hero in pairs(heroes_data) do
		if ((hero["BulletsPerShot"] or 1) > 1 and not hero["IsDisabled"]) then
			table.insert(spreadshot_heroes, hero)
		elseif ((hero["BulletsPerBurst"] or 1) > 1 and not hero["IsDisabled"]) then
			table.insert(burst_heroes, hero)
		end
	end
	
	table.sort(spreadshot_heroes, hero_sort)
	table.sort(burst_heroes, hero_sort)
	
	local multishot_str = "Weapons with multiple projectiles (Spreadshot):\n"
	for _, hero in ipairs(spreadshot_heroes) do
		local base = math.floor(hero["BulletDamage"] * 100) / 100
		local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
		local shots = hero["BulletsPerShot"]
		local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
		local stat_str = "* " .. hero_icon .. ": " .. shots .. " pellets, " 
			.. base .. "/pellet, +" .. level .. "/pellet\n"
		multishot_str = multishot_str .. stat_str
	end
	
	multishot_str = multishot_str .. "Weapons with burst fire (Burst Fire):\n"
	for _, hero in ipairs(burst_heroes) do
		local base = math.floor(hero["BulletDamage"] * 100) / 100
		local level = math.floor(hero["LevelScaling"]["BulletDamage"] * 100) / 100
		local shots = hero["BulletsPerBurst"]
		local hero_icon = frame:expandTemplate{ title = "HeroIcon", args = {hero["Name"]}}
		local stat_str = "* " .. hero_icon .. ": " .. shots .. " rounds, " 
			.. base .. "/bullet, +" .. level .. "/bullet\n"
		multishot_str = multishot_str .. stat_str
	end
	
	return multishot_str
end

return p