Module:Sandbox/Vergir: Difference between revisions

Vergir (talk | contribs)
Testing merged alt-fire rows for heroBulletDamageTable (with help from vergir-bot LLM)
Cleanup after audit (with help from vergir-bot LLM)
Tag: Replaced
 
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local p = {};
local p = {}
local util_module = require('Module:Utilities')
local allHeroData = mw.loadJsonData("Data:HeroData.json")
local soul_unlock = require('Module:SoulUnlock')
local inGameHeroData = {}
 
-- Just get heroes that are playable and have a "name" in HeroData
for i, heroData in pairs(allHeroData) do
if heroData["InDevelopment"] == false then
    if heroData["IsDisabled"] == false then
    if heroData["Name"] ~= nil then
        table.insert(inGameHeroData, heroData)
        end
        end
    end
end
 
-- Use sort name for edge cases like "The Doorman"
local function sortHeroes(rows)
    local function getSortName(name)
        return (name:gsub("^The ", ""))
    end
 
    table.sort(rows, function(a, b)
        local nameA = getSortName(a.sortName or a.name or "")
        local nameB = getSortName(b.sortName or b.name or "")
        return nameA:lower() < nameB:lower()
    end)
end
 
-- Helper function to round numeric values
local function roundValue(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 3)
    end
    return value
end
 
-- Round to an integer (up to 2 digits)
local function roundValueInteger(value)
    if type(value) == "number" then
        return util_module.round_to_sig_fig(value, 2)
    end
    return value
end
 
-- Generate tables from given properties
local function buildTable(frame, rows, tableDef, options)
    options = options or {}
    -- option to ignore heroes who don't have any of the given properties. true by default
    local filterZero = options.filterZero or true
 
    local filteredRows = {}
 
    for _, r in ipairs(rows) do
        local hasValue = not filterZero
 
        if filterZero then
            for _, col in ipairs(tableDef.columns) do
                if r[col.field] ~= 0 and r[col.field] ~= nil then
                if r[col.field] ~= "+0" then
                    hasValue = true
                    break
                    end
                end
            end
        end
 
        if hasValue then
            table.insert(filteredRows, r)
        end
    end
 
    if #filteredRows == 0 then
        return ""
    end
 
    -- Build header
    local header = ""
    for _, col in ipairs(tableDef.columns) do
        header = header .. " !! " .. col.label
    end
 
    -- Start table
    local t = "{| class=\"wikitable sortable mw-collapsible\" style=\"text-align:center\" \n" ..
        "|+ " .. tableDef.title .. " \n" ..
        "! Hero" .. header .. " \n"
 
    -- Rows
    for _, r in ipairs(filteredRows) do
        local cells = ""
        for _, col in ipairs(tableDef.columns) do
            cells = cells .. " || " .. (r[col.field] or 0)
        end
 
        -- Rows may carry an alternate sort key and a label suffix, used for
        -- secondary fire rows listed underneath their hero's main row
        local nameCell = "| style=\"text-align:left;\""
        if r.sortName then
            nameCell = nameCell .. " data-sort-value=\"" .. r.sortName .. "\""
        end
        nameCell = nameCell .. " | " ..
            frame:expandTemplate{ title = "PageRef", args = { r.name } } ..
            (r.nameSuffix or "")
 
        t = t ..
            "|- \n" ..
            nameCell ..
            cells .. " \n"
    end
 
    t = t .. "|}"
 
    return t
end
 
-- heroDataArray takes as argument a table of any length containing keys or
-- paths of keys in the HeroData JSON, e.g. {Name, MaxHealth, LevelScaling>Health}.
-- A path of keys should be specified as such, with the ">" character separating
-- subsequent keys.
local heroDataArray = function(args)
    local outData = {}
   
    for i, heroData in ipairs(inGameHeroData) do            -- Iterate over each hero
        local out = {}                                      -- First creating a table to hold data
        for j, key in pairs(args) do                        -- Iterate over each key:
            if string.find(key, ">") ~= nil then            -- If the key is actually a path of keys,
                local node = heroData                      -- start with the biggest node heroData, and
                for k in string.gmatch(key, "([^>]+)") do  -- iterate over each key, splitting on ">",
                    if node and node[k] ~= nil then        -- trying the key as a string e.g. "1", (Added 'node and' for safety)
                        node = node[k]                     
                    elseif node and node[tonumber(k)] ~= nil then -- else using the key as numeric, (Added 'node and' for safety)
                        node = node[tonumber(k)]
                    else                                    -- If at any point the path breaks, the result is nil
                        node = nil
                        break
                    end                                    -- drilling down the JSON node after node
                end
                out[key] = roundValue(node)                -- until outputting the final node (rounded)
            else
                out[key] = roundValue(heroData[key])        -- or just grab the data if not a path (rounded)
            end
        end
        outData[heroData["Name"]] = out                    -- Save data in the big table of heroes
    end
    return(outData)
end
 
p.heroBulletDamageTable = function(frame)
    -- Pull data
    local heroBulletDamageData = heroDataArray({"Name", "Weapon>BulletDamage", "LevelScaling>BulletDamage", "Weapon>AltFire>BulletDamage", "LevelScaling>BulletDamageAltFire",
    "SpiritScaling>BulletDamage", "Weapon>BulletsPerShot", "Weapon>BulletsPerBurst"})
 
    local rows = {}
    for name, data in pairs(heroBulletDamageData) do
        table.insert(rows, {
            name = name,
            bulletDamage = data["Weapon>BulletDamage"] or 0,
            bulletDamagePerShot = ((data["Weapon>BulletDamage"] or 0) * (data["Weapon>BulletsPerShot"] or 0) * (data["Weapon>BulletsPerBurst"] or 0)),
            scalingDamage = "+" .. data["LevelScaling>BulletDamage"] or 0,
            maxScalingDamage =  (roundValue(data["Weapon>BulletDamage"] + data["LevelScaling>BulletDamage"] * soul_unlock.get_max("PowerIncrease"))) or 0,
            altBulletDamage = data["Weapon>AltFire>BulletDamage"] or 0,
            spiritScalingDamage = "+" .. (data["SpiritScaling>BulletDamage"] or 0),
        })
 
        -- Secondary fire is listed as its own row, right under the hero's main row
        local altDamage = data["Weapon>AltFire>BulletDamage"]
        if altDamage and altDamage ~= 0 then
            local altScaling = data["LevelScaling>BulletDamageAltFire"] or 0
            table.insert(rows, {
                name = name,
                sortName = name .. " (alt fire)",
                nameSuffix = " (alt fire)",
                bulletDamage = altDamage,
                scalingDamage = "+" .. altScaling,
                maxScalingDamage = roundValue(altDamage + altScaling * soul_unlock.get_max("PowerIncrease")),
                spiritScalingDamage = "+0",
            })
        end
    end
    sortHeroes(rows)
 
    local tableDefs = {
    {
            title  = "Base Bullet Damage Stats",
            columns = {
                { label = "Starting", field = "bulletDamage"  },
                { label = "Added per Boon", field = "scalingDamage"  },
                { label = "At Max Boon", field = "maxScalingDamage"  },
                { label = "Spirit Scaling", field = "spiritScalingDamage"  },
            }
        },
    }
 
    local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end
 
    return table.concat(output, "\n\n")
end
 
-- Kept for regression testing: an untouched table that also goes through
-- buildTable() and sortHeroes()
p.heroHealthTable = function(frame)
    -- Pull data
    local heroHealthData = heroDataArray({"Name", "MaxHealth", "LevelScaling>MaxHealth"})
 
    local rows = {}
    for name, data in pairs(heroHealthData) do
        table.insert(rows, {
            name = name,
            maxHealth = data["MaxHealth"] or 0,
            scalingHealth = "+" .. data["LevelScaling>MaxHealth"] or 0,
            maxScalingHealth = roundValue(data["MaxHealth"] + data["LevelScaling>MaxHealth"] * soul_unlock.get_max("PowerIncrease")) or 0
        })
    end
    sortHeroes(rows)
 
    local tableDefs = {
        {
            title = "Base Health Stats",
            columns = {
                { label = "Starting", field = "maxHealth" },
                { label = "Added per Boon", field = "scalingHealth" },
                { label = "At Max Boon", field = "maxScalingHealth" },
            }
        }
    }
 
local output = {}
    for _, def in ipairs(tableDefs) do
        local t = buildTable(frame, rows, def, def.options)
        if t ~= "" then
            table.insert(output, t)
        end
    end
 
    return table.concat(output, "\n\n")
end
 
return p
return p