Module:Sandbox

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Revision as of 18:06, 1 April 2025 by Monster Domosed (talk | contribs) (test)
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Documentation for this module may be created at Module:Sandbox/doc

local p = {};
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