Module:Attacks/Tables: Difference between revisions
From Melvor Idle
(Implement support for spells, familiars & refactor into single combined function for monster & player attacks table) |
(getCombatTriangleTable: Initial creation) |
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Line 219: | Line 219: | ||
return p._getSpecialAttackTable(effectDefn, tableCategories, sourceHeaderLabel, includeSource) | return p._getSpecialAttackTable(effectDefn, tableCategories, sourceHeaderLabel, includeSource) | ||
end | |||
-- Generates a table showing the damage/DR multipliers for each combat triangle | |||
function p.getCombatTriangleTable() | |||
local triangleAttributes = { | |||
{ | |||
["name"] = 'damageModifier', | |||
["head"] = 'DMG', | |||
["func"] = function(val) | |||
local outVal = 100 * (val - 1) | |||
return { outVal, (outVal < 0 and '' or '+') .. string.format(outVal, '%.0f') .. '%' } | |||
end | |||
}, | |||
{ | |||
["name"] = 'reductionModifier', | |||
["head"] = 'DR', | |||
["func"] = function(val) return { (val - 1), string.format('%.2fx', val) } end | |||
} | |||
} | |||
local combatStyles = { | |||
{ 'melee', Icons.Icon({ 'Attack', 'Melee', type = 'skill' }) }, | |||
{ 'ranged', Icons.Icon({ 'Ranged', type = 'skill' }) }, | |||
{ 'magic', Icons.Icon({ 'Magic', type = 'skill' }) } | |||
} | |||
local gameMode = { | |||
{ 'Standard', 'Standard' }, | |||
{ 'Hardcore', Icons.Icon({ 'Hardcore' }) } | |||
} | |||
local attrCount = Shared.tableCount(triangleAttributes) | |||
local styleCount = Shared.tableCount(combatStyles) | |||
local modeCount = Shared.tableCount(gameMode) | |||
local resultPart = {} | |||
-- Generate header | |||
table.insert(resultPart, '{| class="wikitable"\r\n|-') | |||
table.insert(resultPart, '\r\n!rowspan="2"| Player Style') | |||
table.insert(resultPart, '\r\n!rowspan="2"| Game Mode') | |||
for i, style in ipairs(combatStyles) do | |||
table.insert(resultPart, '\r\n!colspan="' .. attrCount .. '"| VS ' .. style[2]) | |||
end | |||
local attrHeader = '' | |||
for i, attr in ipairs(triangleAttributes) do | |||
attrHeader = attrHeader .. '\r\n! ' .. attr.head | |||
end | |||
table.insert(resultPart, '\r\n|-' .. string.rep(attrHeader, styleCount)) | |||
-- Generate table body | |||
for i, attStyle in ipairs(combatStyles) do | |||
local borderStyle = (i < styleCount and 'style="border-bottom:solid lightgrey"' or '') | |||
for j, mode in ipairs(gameMode) do | |||
table.insert(resultPart, '\r\n|-') | |||
if j == 1 then | |||
table.insert(resultPart, '\r\n|rowspan="' .. modeCount .. '" ' .. borderStyle .. '| ' .. attStyle[2]) | |||
elseif j == modeCount and borderStyle ~= '' then | |||
table.insert(resultPart, ' ' .. borderStyle) | |||
end | |||
table.insert(resultPart, '\r\n| ' .. mode[2]) | |||
for k, targStyle in ipairs(combatStyles) do | |||
for m, attr in ipairs(triangleAttributes) do | |||
local cellStyle = nil | |||
local attValRaw = Constants.getTriangleAttribute(attr.name, attStyle[1], targStyle[1], mode[1]) | |||
local attrVal = attr.func(attValRaw) | |||
if attrVal[1] > 0 then | |||
cellStyle = 'background-color:lightgreen;' | |||
elseif attrVal[1] < 0 then | |||
cellStyle = 'background-color:lightpink;' | |||
end | |||
table.insert(resultPart, '\r\n|' .. (cellStyle ~= nil and 'style="' .. cellStyle .. '"| ' or ' ') .. attrVal[2]) | |||
end | |||
end | |||
end | |||
end | |||
table.insert(resultPart, '\r\n|}') | |||
return table.concat(resultPart) | |||
end | end | ||
return p | return p |
Revision as of 00:43, 25 December 2021
Documentation for this module may be created at Module:Attacks/Tables/doc
local p = {}
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Monsters = require('Module:Monsters')
local Magic = require('Module:Magic')
local Attacks = require('Module:Attacks')
function p._getSpecialAttackTable(effectDefn, categories, sourceHeaderLabel, includeSource)
local spAttTable = {}
local attacks = Attacks.getAttacks(function(attack)
if effectDefn == nil then
return true
else
return Attacks.attackHasEffect(attack, effectDefn)
end
end)
local includeCat = {}
for i, category in ipairs(categories) do
includeCat[category] = true
end
-- Compile a list of monsters, items, spells, etc. for each included attack
for i, spAtt in ipairs(attacks) do
-- Monsters
if includeCat['Monster'] then
for j, monsterID in ipairs(spAtt.monsters) do
local monster = Monsters.getMonsterByID(monsterID)
local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
local attChance = spAtt.defaultChance
if overrideChance then
local attIdx = nil
for k, monsterAttack in ipairs(monster.specialAttacks) do
local attID = (type(monsterAttack) == 'table' and monsterAttack.id) or monsterAttack
if spAtt.id == attID then
attIdx = k
break
end
end
if attIdx ~= nil then
attChance = monster.overrideSpecialChances[attIdx]
end
end
table.insert(spAttTable, { idx = i, source = 'Monster', sourceSort = monster.name, sourceText = Icons.Icon({ monster.name, type = 'monster' }), chance = attChance, descType = 'monster' })
end
end
-- Items/Weapons
if includeCat['Item'] then
for j, itemID in ipairs(spAtt.items) do
local item = Items.getItemByID(itemID)
table.insert(spAttTable, { idx = i, source = 'Weapon', sourceSort = item.name, sourceText = Icons.Icon({ item.name, type = 'item' }), chance = spAtt.defaultChance, descType = 'player' })
end
end
-- Spells
if includeCat['Spell'] then
for j, spellID in ipairs(spAtt.spells) do
local spell = Magic.getSpellByID(spellID[1], spellID[2])
table.insert(spAttTable, { idx = i, source = 'Spell', sourceSort = spell.name, sourceText = Icons.Icon({ spell.name, type = 'spell' }), chance = spAtt.defaultChance, descType = 'player' })
end
end
end
-- Summoning familiars. Any effects inflicted by combat familiars aren't actually special
-- attacks, therefore the handling here is a bit different and outside of the above attack loop
if includeCat['Familiar'] then
local famIdx = Shared.tableCount(attacks) + 1
local familiars = Items.getItems(function(item)
if item.type == 'Familiar' and Items._getItemStat(item, 'summoningMaxhit') ~= nil and item.modifiers ~= nil then
local famAttack = { prehitEffects = {}, onhitEffects = { { type = 'Modifier', subtype = 'Familiar', modifiers = item.modifiers } } }
if effectDefn == nil then
return Shared.tableCount(Attacks.getAttackEffects(famAttack)) > 0
else
return Attacks.attackHasEffect(famAttack, effectDefn)
end
end
return false
end)
for j, familiar in ipairs(familiars) do
-- For chance, assume the first modifier we come across has the chance, which is pretty lazy
local famChance, famDesc = 0, ''
for modName, modVal in pairs(familiar.modifiers) do
if type(modVal) == 'table' and type(modVal[1]) == 'number' then
famChance = modVal[1]
elseif type(modVal) == 'number' then
famChance = modVal
else
famChance = 0
end
famDesc = Constants._getModifierText(modName, modVal, false)
break
end
table.insert(spAttTable, { idx = famIdx, source = 'Familiar', sourceSort = familiar.name, sourceText = Icons.Icon({ familiar.name, type = 'item' }), chance = famChance or 0, descType = 'player' })
-- Slap a dummy entry into the attacks table for this familiar
attacks[famIdx] = { name = familiar.name .. ' (Familiar)', description = { player = famDesc } }
famIdx = famIdx + 1
end
end
-- Nothing to output if there are no row definitions
if Shared.tableCount(spAttTable) == 0 then
return ''
end
-- Sort entries into desired order and generate stats to determine row spans:
-- By attack index, description type (monster/player), chance, source, then source name (weapon/item/etc.)
table.sort(spAttTable, function (a, b)
local sortKeys = { 'idx', 'descType', 'chance', 'source', 'sourceSort' }
for i, key in ipairs(sortKeys) do
if a[key] ~= b[key] then
return a[key] < b[key]
end
end
return false
end)
-- Determine row counts for grouping/rowspans
local rowCounts = {}
for i, rowDefn in ipairs(spAttTable) do
local idx, dt, chance = rowDefn.idx, rowDefn.descType, rowDefn.chance
if rowCounts[idx] == nil then
rowCounts[idx] = { rows = 0 }
end
if rowCounts[idx][dt] == nil then
rowCounts[idx][dt] = { rows = 0 }
end
if rowCounts[idx][dt][chance] == nil then
rowCounts[idx][dt][chance] = 0
end
rowCounts[idx]['rows'] = rowCounts[idx]['rows'] + 1
rowCounts[idx][dt]['rows'] = rowCounts[idx][dt]['rows'] + 1
rowCounts[idx][dt][chance] = rowCounts[idx][dt][chance] + 1
end
-- Generate output table
local resultPart = {}
table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!Name!!style="min-width:225px"| ' .. sourceHeaderLabel .. (includeSource and '!!Type' or '') .. '!!Chance!!Effect')
local firstRow = { idx = true, descType = true, chance = true }
local prevRowVal = { idx = 0, descType = '', chance = 0 }
local resetOnChange = {
idx = { 'idx', 'descType', 'chance' },
descType = { 'descType', 'chance' },
chance = { 'chance' }
}
local rowSuffix = ''
for i, spAttRow in ipairs(spAttTable) do
local spIdx = spAttRow.idx
local spAtt = attacks[spIdx]
-- Determine if it's the first row for any of our groupings
local resetKeys = {}
for key, val in pairs(prevRowVal) do
if spAttRow[key] ~= prevRowVal[key] then
for j, keyName in ipairs(resetOnChange[key]) do
resetKeys[keyName] = true
end
end
prevRowVal[key] = spAttRow[key]
end
for key, val in pairs(firstRow) do
firstRow[key] = (resetKeys[key] ~= nil)
end
table.insert(resultPart, '\r\n|-')
if firstRow.idx then
rowSuffix = (rowCounts[spIdx]['rows'] > 1 and '|rowspan="' .. rowCounts[spIdx]['rows'] .. '"') or ''
table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.name)
end
table.insert(resultPart, '\r\n|data-sort-value="' .. spAttRow.sourceSort .. '"| ' .. spAttRow.sourceText)
if includeSource then
table.insert(resultPart, '\r\n| ' .. spAttRow.source)
end
if firstRow.chance then
rowSuffix = (rowCounts[spIdx][spAttRow.descType][spAttRow.chance] > 1 and 'rowspan="' .. rowCounts[spIdx][spAttRow.descType][spAttRow.chance] .. '" ') or ''
table.insert(resultPart, '\r\n|' .. rowSuffix .. 'data-sort-value="' .. spAttRow.chance .. '" style="text-align:right;"| ' .. Shared.round(spAttRow.chance, 2, 0) .. '%')
end
if firstRow.descType then
rowSuffix = (rowCounts[spIdx][spAttRow.descType]['rows'] > 1 and '|rowspan="' .. rowCounts[spIdx][spAttRow.descType]['rows'] .. '"') or ''
table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt['description'][spAttRow.descType])
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getSpecialAttackTable(frame)
local args = frame.args ~= nil and frame.args or frame
local tableCategories = {'Monster', 'Item', 'Spell', 'Familiar'}
if args[1] ~= nil and args[1] ~= '' then
tableCategories = Shared.splitString(args[1], ',')
end
local effectName = args['effect']
local sourceHeaderLabel = (args['sourceHeader'] ~= '' and args['sourceHeader']) or 'Source'
local includeSource = true
if args['includeSource'] ~= nil and string.lower(args['includeSource']) == 'false' then
includeSource = false
end
local effectDefn = nil
if effectName ~= nil and effectName ~= '' then
effectDefn = Attacks.effectDefinition[effectName]
if effectDefn == nil then
local validEffectNames = {}
for k, v in pairs(Attacks.effectDefinition) do
table.insert(validEffectNames, k)
end
table.sort(validEffectNames, function(a, b) return a < b end)
return 'ERROR: Invalid effect name "' .. effectName .. '", must be one of: ' .. table.concat(validEffectNames, ', ') .. '[[Category:Pages with script errors]]'
end
end
return p._getSpecialAttackTable(effectDefn, tableCategories, sourceHeaderLabel, includeSource)
end
-- Generates a table showing the damage/DR multipliers for each combat triangle
function p.getCombatTriangleTable()
local triangleAttributes = {
{
["name"] = 'damageModifier',
["head"] = 'DMG',
["func"] = function(val)
local outVal = 100 * (val - 1)
return { outVal, (outVal < 0 and '' or '+') .. string.format(outVal, '%.0f') .. '%' }
end
},
{
["name"] = 'reductionModifier',
["head"] = 'DR',
["func"] = function(val) return { (val - 1), string.format('%.2fx', val) } end
}
}
local combatStyles = {
{ 'melee', Icons.Icon({ 'Attack', 'Melee', type = 'skill' }) },
{ 'ranged', Icons.Icon({ 'Ranged', type = 'skill' }) },
{ 'magic', Icons.Icon({ 'Magic', type = 'skill' }) }
}
local gameMode = {
{ 'Standard', 'Standard' },
{ 'Hardcore', Icons.Icon({ 'Hardcore' }) }
}
local attrCount = Shared.tableCount(triangleAttributes)
local styleCount = Shared.tableCount(combatStyles)
local modeCount = Shared.tableCount(gameMode)
local resultPart = {}
-- Generate header
table.insert(resultPart, '{| class="wikitable"\r\n|-')
table.insert(resultPart, '\r\n!rowspan="2"| Player Style')
table.insert(resultPart, '\r\n!rowspan="2"| Game Mode')
for i, style in ipairs(combatStyles) do
table.insert(resultPart, '\r\n!colspan="' .. attrCount .. '"| VS ' .. style[2])
end
local attrHeader = ''
for i, attr in ipairs(triangleAttributes) do
attrHeader = attrHeader .. '\r\n! ' .. attr.head
end
table.insert(resultPart, '\r\n|-' .. string.rep(attrHeader, styleCount))
-- Generate table body
for i, attStyle in ipairs(combatStyles) do
local borderStyle = (i < styleCount and 'style="border-bottom:solid lightgrey"' or '')
for j, mode in ipairs(gameMode) do
table.insert(resultPart, '\r\n|-')
if j == 1 then
table.insert(resultPart, '\r\n|rowspan="' .. modeCount .. '" ' .. borderStyle .. '| ' .. attStyle[2])
elseif j == modeCount and borderStyle ~= '' then
table.insert(resultPart, ' ' .. borderStyle)
end
table.insert(resultPart, '\r\n| ' .. mode[2])
for k, targStyle in ipairs(combatStyles) do
for m, attr in ipairs(triangleAttributes) do
local cellStyle = nil
local attValRaw = Constants.getTriangleAttribute(attr.name, attStyle[1], targStyle[1], mode[1])
local attrVal = attr.func(attValRaw)
if attrVal[1] > 0 then
cellStyle = 'background-color:lightgreen;'
elseif attrVal[1] < 0 then
cellStyle = 'background-color:lightpink;'
end
table.insert(resultPart, '\r\n|' .. (cellStyle ~= nil and 'style="' .. cellStyle .. '"| ' or ' ') .. attrVal[2])
end
end
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
return p