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local p = {};
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local data = mw.loadJsonData("Data:ItemData.json")
 
---------------------------------------- Utility functions
 
-- Returns the table of a specific item
-- @function  get_json_item
-- @param      {string}
-- @return    {table}
local function get_json_item(name)
for _, v in pairs(data) do
if (v["Name"] == name and not v["IsDisabled"]) 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(data) do
if (v[property] ~= nil) then
table.insert(similarItems, v)
end
end
return similarItems
end
 
-- Adds commas delimiter to the thousands place
local lang = mw.language.getContentLanguage()
local function Format(amount)
    local formatted = amount
    if(type(formatted) ~= "number") then return "<span style=\"color:red;\">Cannot format non-number value.</span>" end
    return lang: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
local cost = 0
local cur_item = item
repeat
cost = cost + cur_item["Cost"]
if(cur_item["Components"] == nil) then
break
end
cur_item = data[cur_item["Components"][1]]
until cur_item == nil
 
return cost
end
 
--- Get type/slot/category of an item
-- @function  get_type
-- @param      {string}
-- @return    {string}
local function get_type(item_name)
local item = get_json_item(item_name)
if(item == nil) then return "<span style=\"color:red;\">Item Not Found.</span>" end
if (item["Slot"] == "Weapon") then
return "Weapon"
elseif (item["Slot"] == "Armor") then
return "Vitality"
elseif (item["Slot"] == "Tech") then
return "Spirit"
else
return nil
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]
return get_type(item_name)
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 tableValues = {}
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
if(type(item[property]) == "table") then
for i,v in pairs(item[property]) do
local tableValues = table.insert(tableValues, v)
end
return table.concat(tableValues, ", ")
end
return item[property]
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
 
-- New function to get all item data as a table
p.get_item_data = function(frame)
    local item_name = frame.args[1]
    local item = get_json_item(item_name)
    if not item then return "<span style=\"color:red;\">Item Not Found.</span>" end
    return item
end
 
-- Function to get formatted stats for the infobox
p.get_formatted_stats = function(frame)
    local item_name = frame.args[1]
    local item = get_json_item(item_name)
    if not item then return "" end
   
    local stats = {}
   
    -- Add basic stats
    if item.TechPower and item.TechPower ~= "0" then
        table.insert(stats, "• "..item.TechPower.." [[File:Spirit icon.png|20px]] Spirit Power")
    end
    if item.WeaponPower and item.WeaponPower ~= "0" then
        table.insert(stats, "• "..item.WeaponPower.." [[File:Weapon Icon.png|20px]] Weapon Damage")
    end
    if item.TechResist and item.TechResist ~= "0" then
        table.insert(stats, "• "..item.TechResist.." [[File:Spirit Resist Icon.png|20px]] Tech Resist")
    end
    if item.BulletResist and item.BulletResist ~= "0" then
        table.insert(stats, "• "..item.BulletResist.." [[File:Bullet Resist Icon.png|20px]] Bullet Resist")
    end
   
    -- Add ability stats if active item
    if item.Activation ~= "Passive" then
        if item.AbilityCooldown then
            table.insert(stats, "• [[File:Cooldown Icon.png|20px]] "..item.AbilityCooldown.."s Cooldown")
        end
        if item.AbilityCastRange and item.AbilityCastRange ~= "0" then
            table.insert(stats, "• "..item.AbilityCastRange.."m Cast Range")
        end
    end
   
    return table.concat(stats, "\n|-\n| ")
end
 
 
return p