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Finalize: keep only the Fill card layout; drop legacy hero renderer, grid mode, theme/style/size options (with help from vergir-bot LLM) |
Add gated-preview support: styled non-TOC tier/section headings via heading_div, and optional gate=ID param on tiers to open a clip container after Tier 1 (with help from vergir-bot LLM) |
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| Line 70: | Line 70: | ||
if #parts == 0 then return "" end | if #parts == 0 then return "" end | ||
return '<div class="' .. class .. '">' .. table.concat(parts) .. '</div>' | return '<div class="' .. class .. '">' .. table.concat(parts) .. '</div>' | ||
end | |||
-- A tier/section heading styled to look like a heading but rendered as a plain | |||
-- div, so it stays out of the table of contents (and can be hidden inside the gate). | |||
local function heading_div(label) | |||
return '<div class="sb-tier-head">' .. label .. '</div>' | |||
end | end | ||
| Line 142: | Line 148: | ||
end | end | ||
-- {{#invoke:StreetBrawlItems|tiers|HERO|high=..|middle=..|low=..}} | -- {{#invoke:StreetBrawlItems|tiers|HERO|high=..|middle=..|low=..|gate=ID}} | ||
-- All five tiers, | -- All five tiers under styled (non-TOC) headings. With gate=ID, everything from | ||
-- the Tier 1 columns onward is wrapped in an open <div id=ID class="sb-gate"> | |||
-- <div class="sb-gate-body"> that the caller must close after any trailing content. | |||
function p.tiers(frame) | function p.tiers(frame) | ||
local hkey = hero_key(frame.args[1]); if not hkey then return "" end | local hkey = hero_key(frame.args[1]); if not hkey then return "" end | ||
| Line 149: | Line 157: | ||
local mid = frame.args.middle or "Average chance" | local mid = frame.args.middle or "Average chance" | ||
local lo = frame.args.low or "Low chance" | local lo = frame.args.low or "Low chance" | ||
local gate = frame.args.gate | |||
if gate == "" then gate = nil end | |||
local labels = { "Tier 1", "Tier 2", "Tier 3", "Tier 4", "Legendary" } | local labels = { "Tier 1", "Tier 2", "Tier 3", "Tier 4", "Legendary" } | ||
local out = {} | local out = {} | ||
for t = 1, 5 do | for t = 1, 5 do | ||
out[#out + 1] = "=== " .. | local head = heading_div(labels[t]) | ||
local cols = tier_columns(frame, hkey, t, hi, mid, lo) | |||
if t == 1 and gate then | |||
out[#out + 1] = head .. "\n" | |||
.. '<div id="' .. gate .. '" class="sb-gate"><div class="sb-gate-body">\n' | |||
.. cols | |||
else | |||
out[#out + 1] = head .. "\n" .. cols | |||
end | |||
end | end | ||
return table.concat(out, "\n\n") | return table.concat(out, "\n\n") | ||
| Line 174: | Line 192: | ||
local out = {} | local out = {} | ||
local heading = frame.args.heading | local heading = frame.args.heading | ||
if heading and heading ~= "" then out[#out + 1] = | if heading and heading ~= "" then out[#out + 1] = heading_div(heading) end | ||
local note = frame.args.note | local note = frame.args.note | ||
if note and note ~= "" then out[#out + 1] = "''" .. note .. "''" end | if note and note ~= "" then out[#out + 1] = "''" .. note .. "''" end | ||
Revision as of 23:49, 22 July 2026
Documentation for this module may be created at Module:StreetBrawlItems/doc
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 = "0.667"
local NAME_TO_KEY, KEY_TO_NAME, RELEASED = {}, {}, {}
for key, h in pairs(heroes) do
if type(h) == "table" and h.Name then
KEY_TO_NAME[key] = h.Name
NAME_TO_KEY[mw.ustring.lower(h.Name)] = key
if not h.InDevelopment and not h.IsDisabled then RELEASED[key] = true end
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
local args = { name, size = CARD_SIZE }
-- 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
local function render_hero(frame, key)
local name = KEY_TO_NAME[key]; if not name then return nil end
return frame:expandTemplate{title = "HeroIcon", args = {name}}
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 styled to look like a heading but rendered as a plain
-- div, so it stays out of the table of contents (and can be hidden inside the gate).
local function heading_div(label)
return '<div class="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), normal (pool), low (unfavored) item-code lists for a tier.
local function collect(hkey, tier)
local favored, unfavored = hero_sets(hkey)
local high, normal, 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 normal[#normal + 1] = c end
end
end
table.sort(high, item_less)
table.sort(normal, item_less)
table.sort(low, item_less)
return high, normal, low
end
local function item_code(input)
input = mw.text.trim(input or "")
if input == "" then return nil end
if items[input] then return input end
for k, v in pairs(items) do
if type(v) == "table" and v.Name == input and v.IsDisabled ~= true then return k end
end
for k, v in pairs(items) do
if type(v) == "table" and v.Name == input then return k end
end
return nil
end
-- Builds one tier as conditional columns:
-- High chance (favored) takes 35%, the middle 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, mid, lo)
local high, normal, 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(normal, "sb-col-normal sb-w-fill", mid)
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|high=..|middle=..|low=..|gate=ID}}
-- All five tiers under styled (non-TOC) headings. With gate=ID, everything from
-- the Tier 1 columns onward is wrapped in an open <div id=ID class="sb-gate">
-- <div class="sb-gate-body"> that the caller must close after any trailing content.
function p.tiers(frame)
local hkey = hero_key(frame.args[1]); if not hkey then return "" end
local hi = frame.args.high or "High chance"
local mid = frame.args.middle or "Average chance"
local lo = frame.args.low or "Low chance"
local gate = frame.args.gate
if gate == "" then gate = nil end
local labels = { "Tier 1", "Tier 2", "Tier 3", "Tier 4", "Legendary" }
local out = {}
for t = 1, 5 do
local head = heading_div(labels[t])
local cols = tier_columns(frame, hkey, t, hi, mid, lo)
if t == 1 and gate then
out[#out + 1] = head .. "\n"
.. '<div id="' .. gate .. '" class="sb-gate"><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|item|ITEM|GROUP|label=..|note=..}}
-- GROUP = favored | unfavored | counter
function p.item(frame)
local code = item_code(frame.args[1]); if not code then return "" end
local group = mw.text.trim(frame.args[2] or "")
local fav, unf, ctr = {}, {}, {}
for _, o in ipairs(sb.Outliers) do
if o.Item == code and RELEASED[o.Hero] then
if o.Bucket == "Good" then fav[#fav + 1] = o.Hero
elseif type(o.Weight) == "number" and o.Weight < 1 then unf[#unf + 1] = o.Hero end
if o.Counter ~= nil then ctr[#ctr + 1] = o.Hero end
end
end
local list = (group == "favored" and fav) or (group == "unfavored" and unf) or (group == "counter" and ctr)
if not list then return "" end
table.sort(list, function(a, b) return (KEY_TO_NAME[a] or a) < (KEY_TO_NAME[b] or b) end)
local parts = {}
for _, k in ipairs(list) do local r = render_hero(frame, k); if r then parts[#parts + 1] = r end end
if #parts == 0 then return "" end
local pre = ""
local label = frame.args.label
if label and label ~= "" then pre = pre .. "'''" .. label .. "'''<br>" end
local note = frame.args.note
if note and note ~= "" then pre = pre .. "''" .. note .. "''<br>" end
return pre .. classdiv(parts, "sb-icons")
end
-- {{#invoke:StreetBrawlItems|item_in_pool|ITEM}} -> "1" if in the Street Brawl pool, else ""
function p.item_in_pool(frame)
local code = item_code(frame.args[1]); if not code then return "" end
for _, c in ipairs(sb.AvailableItems) do if c == code then return "1" end end
return ""
end
return p