Module:SandboxGive feedback
Documentation for this module may be created at Module:Sandbox/doc
local p = {};
local data = mw.loadJsonData("Data:ItemData.json")
-- Normalize strings for comparison
local function normalize(str)
return mw.ustring.lower(mw.text.trim(str or ""))
end
-- Clean and parse numbers
local function cleanNumber(num)
if type(num) == "number" then return num end
if not num then return 0 end
return tonumber(tostring(num):gsub("[^%d.-]", "")) or 0
end
-- Safe item access
local function get_json_item(name)
if not name or type(name) ~= 'string' then return nil end
local targetName = normalize(name)
for _, item in pairs(data) do
if item.Name and normalize(item.Name) == targetName then
if item.IsDisabled ~= true then
return item
end
end
end
return nil
end
-- Format numbers with localization
local lang = mw.language.getContentLanguage()
local function formatNum(amount)
return lang:formatNum(cleanNumber(amount))
end
-- Main function with improved error handling
p.generate_infobox = function(frame)
local item_name = frame.args[1]
if not item_name or item_name == "" then
return frame:preprocess("{{Error|No item name specified}}")
end
local item = get_json_item(item_name)
if not item then
return frame:preprocess("{{Error|Item not found: " .. item_name .. "}}")
end
-- Determine item type with validation
local item_type = "Weapon" -- default
local valid_types = {
Weapon = {bg = "#80550F", header = "#C97A03", border = "#C97A03"},
Vitality = {bg = "#4D7214", header = "#659818", border = "#659818"},
Spirit = {bg = "#623585", header = "#8B56B4", border = "#8B56B4"}
}
if item.Slot then
local slot = normalize(item.Slot)
if slot == "armor" then
item_type = "Vitality"
elseif slot == "tech" then
item_type = "Spirit"
end
end
local colors = valid_types[item_type] or valid_types.Weapon
-- Process components
local components = {}
if item.Components and type(item.Components) == "table" then
for _, comp_id in ipairs(item.Components) do
local component = data[comp_id]
if component and component.Name then
table.insert(components, component.Name)
end
end
end
-- Process stats dynamically
local stats = {}
local stat_formats = {
TechPower = {icon = "Spirit icon.png", suffix = "Spirit Power"},
WeaponPower = {icon = "Weapon Icon.png", suffix = "Weapon Damage"},
TechResist = {icon = "Spirit Resist Icon.png", suffix = "Tech Resist"},
BulletResist = {icon = "Bullet Resist Icon.png", suffix = "Bullet Resist"},
AbilityCooldown = {icon = "Cooldown Icon.png", suffix = "s Cooldown"},
AbilityCastRange = {suffix = "m Cast Range"},
AbilityUnitTargetLimit = {prefix = "Targets: "}
}
for stat, format in pairs(stat_formats) do
local value = item[stat]
if value and value ~= "0" and value ~= 0 then
local text = "• "
if format.prefix then text = text .. format.prefix end
text = text .. tostring(value)
if format.icon then text = text .. " [[File:" .. format.icon .. "|20px]]" end
if format.suffix then text = text .. " " .. format.suffix end
table.insert(stats, text)
end
end
-- Calculate shop bonus
local shop_bonus = "+0"
local tier = cleanNumber(item.Tier or 1)
if item_type == "Weapon" then
shop_bonus = string.format("+%d%% Weapon Damage", 6 + (tier-1)*4)
elseif item_type == "Vitality" then
shop_bonus = string.format("+%d%% Base Health", 11 + (tier-1)*3)
else -- Spirit
shop_bonus = string.format("+%d Spirit Power", 4 * tier)
end
-- Build infobox parts
local parts = {
-- Header
string.format(
'<div class="infobox_item" style="float:right; display:inline-block; vertical-align:top;">\n' ..
'{| class="wikitable" style="text-align:left; border-collapse:collapse; width:312px; max-width:100%%; color: #FFEFD7; padding:12px; font-family:\'Retail Demo Regular\',serif; background-color: %s"\n' ..
'! colspan="4" style="width:280px; padding:5px 12px; text-align:center; font-size:24px; font-family:\'Retail Demo Bold\',serif; background-color: %s" | %s',
colors.bg, colors.header, item.Name
),
-- Image
string.format(
'|-\n| colspan=4 class="infobox-image" style="padding:5px; text-align:center;" | [[File:%s.png|144px]]',
item.Name
),
-- Cost
string.format(
'|-\n| colspan=2 style="text-align:right; width:50%%; border-right:1px solid %s; padding-right:0.5em;" | Cost\n' ..
'| colspan=2 style="padding-left:0.5em;" | {{Souls|%s}}',
colors.border, formatNum(item.Cost)
),
-- Tier
string.format(
'|-\n| colspan=2 style="text-align:right; width:50%%; border-right:1px solid %s; padding-right:0.5em;" | Tier\n' ..
'| colspan=2 style="padding-left:0.5em;" | %s',
colors.border, tier
),
-- Shop Bonus
string.format(
'|-\n| colspan=2 style="text-align:right; width:50%%; border-right:1px solid %s; padding-right:0.5em;" | Shop Bonus\n' ..
'| colspan=2 style="padding-left:0.5em;" | %s',
colors.border, shop_bonus
)
}
-- Add components if they exist
if #components > 0 then
table.insert(parts,
string.format(
'|-\n! colspan="4" style="text-align:left; padding:0 12px; font-weight:bold; font-size:16px; font-family:\'Retail Demo Bold\',serif; background-color: %s; color: %s" | COMPONENTS:<br/>%s',
(item_type == "Weapon" and "#9E630C" or item_type == "Vitality" and "#203500" or "#372248"),
(item_type == "Weapon" and "#DCCFC6" or item_type == "Vitality" and "#C7C9C6" or "#C9C7CB"),
table.concat(components, "<br/>{{ItemIcon|", "{{ItemIcon|", "}}")
)
)
end
-- Add description
table.insert(parts,
string.format(
'|-\n| colspan="4" style="text-align:left; padding:0 12px; color:#FFEFD7; background-color: %s" | %s',
colors.bg, item.Description or ""
)
)
-- Add stats if they exist
if #stats > 0 then
table.insert(parts,
'|-\n| ' .. table.concat(stats, "\n|-\n| ")
)
end
-- Close table
table.insert(parts, "|}\n</div>")
-- Process and return
return frame:preprocess(table.concat(parts, "\n"))
end
return p