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local p = {} local sb = mw.loadJsonData("Data:StreetBrawlData.json")["item-buckets"] local items = mw.loadJsonData("Data:ItemData.json") local heroes = mw.loadJsonData("Data:HeroData.json") -- Slot display order: Weapon -> Vitality (Armor) -> Spirit (Tech) local SLOT_RANK = { Weapon = 1, Armor = 2, Tech = 3 } -- Card scale passed to ItemBox. local CARD_SIZE = "0.7" local NAME_TO_KEY = {} for key, h in pairs(heroes) do if type(h) == "table" and h.Name then NAME_TO_KEY[mw.ustring.lower(h.Name)] = key end end local function hero_key(input) if not input then return nil end input = mw.text.trim(input) if input == "" then return nil end if heroes[input] then return input end return NAME_TO_KEY[mw.ustring.lower(input)] end local function iname(code) local it = items[code]; return it and it.Name or nil end -- A "real" item: exists, has a display name, and is not disabled/removed. local function iok(code) local it = items[code] return it ~= nil and it.Name ~= nil and it.IsDisabled ~= true end local function itier(code) local it = items[code]; if not it then return nil end if it.StreetBrawl == true then return 5 end return it.Tier end local function islot(code) local it = items[code]; return it and it.Slot end local function icost(code) local it = items[code]; local c = it and it.Cost return type(c) == "number" and c or math.huge end -- Sort order: slot (Weapon -> Armor -> Tech), then cost ascending, then name. local function item_less(a, b) local ra = SLOT_RANK[islot(a)] or 99 local rb = SLOT_RANK[islot(b)] or 99 if ra ~= rb then return ra < rb end local ca, cb = icost(a), icost(b) if ca ~= cb then return ca < cb end return (iname(a) or a) < (iname(b) or b) end local function render_item(frame, code) local name = iname(code); if not name then return nil end -- These hero pages place hundreds of cards at once, so the cards render in -- lowGraphics mode: ItemBox swaps its paper texture for a single cacheable -- overlay, which keeps scrolling smooth. See [[Template:ItemBox]]. local args = { name, size = CARD_SIZE, lowGraphics = "true" } -- Legendary (tier 5) cards omit the tier badge; it is redundant in the Legendary tier. if itier(code) ~= 5 then args.showTierTag = "true" end return frame:expandTemplate{title = "ItemBox", args = args} end -- Lays rendered members out in a container with the given class (styled via CSS). local function classdiv(parts, class) if #parts == 0 then return "" end return '<div class="' .. class .. '">' .. table.concat(parts) .. '</div>' end -- A tier/section heading: a plain div carrying the skin's own heading wrapper -- classes, so it inherits real heading styling while staying out of the table -- of contents (and can be hidden inside the gate). local function heading_div(label) return '<div class="mw-heading mw-heading4 sb-tier-head">' .. label .. '</div>' end local function hero_sets(hkey) local favored, unfavored, counter = {}, {}, {} for _, o in ipairs(sb.Outliers) do if o.Hero == hkey then if o.Bucket == "Good" then favored[o.Item] = true elseif type(o.Weight) == "number" and o.Weight < 1 then unfavored[o.Item] = true end if o.Counter ~= nil then counter[#counter + 1] = o.Item end end end return favored, unfavored, counter end -- Returns sorted high (favored), average (pool), low (unfavored) item-code lists for a tier. local function collect(hkey, tier) local favored, unfavored = hero_sets(hkey) local high, average, low = {}, {}, {} for _, c in ipairs(sb.AvailableItems) do if iok(c) and (tier == nil or itier(c) == tier) then if favored[c] then high[#high + 1] = c elseif unfavored[c] then low[#low + 1] = c else average[#average + 1] = c end end end table.sort(high, item_less) table.sort(average, item_less) table.sort(low, item_less) return high, average, low end -- Builds one tier as conditional columns: -- High chance (favored) takes 35%, the average column fills the rest. -- Low chance (unfavored) is dropped when empty; a narrow column on the right when -- High is present; a fit-content column on the right when High is absent. local function tier_columns(frame, hkey, tier, hi, avg, lo) local high, average, low = collect(hkey, tier) local function col(codes, cls, head) local parts = {} for _, c in ipairs(codes) do local r = render_item(frame, c); if r then parts[#parts + 1] = r end end return '<div class="sb-col ' .. cls .. '">' .. '<div class="sb-col-head">' .. head .. '</div>' .. '<div class="sb-col-body sb-col-cards">' .. table.concat(parts) .. '</div>' .. '</div>' end local out = {} if #high > 0 then out[#out + 1] = col(high, "sb-col-high sb-w-high", hi) end out[#out + 1] = col(average, "sb-col-average sb-w-fill", avg) if #low > 0 then local low_w = (#high > 0) and "sb-low-narrow" or "sb-low-wide" out[#out + 1] = col(low, "sb-col-low " .. low_w, lo) end return '<div class="sb-tier">' .. table.concat(out) .. '</div>' end -- {{#invoke:StreetBrawlItems|tiers|HERO|gate=ID|high=..|average=..|low=..|tier1=..|...|tier5=..}} -- All five tiers under styled (non-TOC) headings. All display text is supplied by the -- caller. With gate=ID, the Tier 1 heading and everything after it is wrapped in an open -- <div id=ID class="sb-gate">, whose inner <div class="sb-gate-body"> the caller must -- close after any trailing content. The id sits on the outer wrapper so following the -- anchor lands on the Tier 1 heading rather than the columns below it. function p.tiers(frame) local hkey = hero_key(frame.args[1]); if not hkey then return "" end local hi = frame.args.high or "" local avg = frame.args.average or "" local lo = frame.args.low or "" local gate = frame.args.gate if gate == "" then gate = nil end local out = {} for t = 1, 5 do local head = heading_div(frame.args["tier" .. t] or "") local cols = tier_columns(frame, hkey, t, hi, avg, lo) if t == 1 and gate then out[#out + 1] = '<div id="' .. gate .. '" class="sb-gate">\n' .. head .. "\n" .. '<div class="sb-gate-body">\n' .. cols else out[#out + 1] = head .. "\n" .. cols end end return table.concat(out, "\n\n") end -- {{#invoke:StreetBrawlItems|hero_counter|HERO|heading=..|note=..}} -- The whole counter block (heading + note + cards), or "" when the hero has none. function p.hero_counter(frame) local hkey = hero_key(frame.args[1]); if not hkey then return "" end local _, _, counter = hero_sets(hkey) local codes = {} for _, c in ipairs(counter) do if iok(c) then codes[#codes + 1] = c end end if #codes == 0 then return "" end table.sort(codes, item_less) local parts = {} for _, c in ipairs(codes) do local r = render_item(frame, c); if r then parts[#parts + 1] = r end end local out = {} local heading = frame.args.heading if heading and heading ~= "" then out[#out + 1] = heading_div(heading) end local note = frame.args.note if note and note ~= "" then out[#out + 1] = "''" .. note .. "''" end out[#out + 1] = classdiv(parts, "sb-cards") return table.concat(out, "\n") end -- {{#invoke:StreetBrawlItems|counters_table}} -- Every hero that has counter items, one row each, sorted by hero name. Items -- within a row are listed alphabetically. Built as HTML rather than pipe-table -- markup so the invoke does not have to sit at the start of a line. function p.counters_table(frame) local by_hero, rows = {}, {} for _, o in ipairs(sb.Outliers) do if o.Counter ~= nil and iok(o.Item) then local hero = heroes[o.Hero] if hero and hero.Name then local row = by_hero[o.Hero] if not row then row = { name = hero.Name, items = {}, seen = {} } by_hero[o.Hero] = row rows[#rows + 1] = row end -- Guard against a hero/item pair being listed twice. if not row.seen[o.Item] then row.seen[o.Item] = true row.items[#row.items + 1] = iname(o.Item) end end end end if #rows == 0 then return "" end table.sort(rows, function(a, b) return a.name < b.name end) local tbl = mw.html.create("table"):addClass("wikitable") local head = tbl:tag("tr") head:tag("th"):wikitext("Hero") head:tag("th"):wikitext("Items") for _, row in ipairs(rows) do table.sort(row.items) local icons = {} for _, n in ipairs(row.items) do icons[#icons + 1] = frame:expandTemplate{title = "ItemIcon", args = {n}} end local tr = tbl:tag("tr") tr:tag("td"):wikitext(frame:expandTemplate{title = "HeroIcon", args = {row.name}}) tr:tag("td"):wikitext(table.concat(icons, ", ")) end return tostring(tbl) end return p
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