Module:Sandbox/AuronTest: Difference between revisions

From Melvor Idle
(0.21 Special attack description handling)
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-- Used for testing Lua related bits without the possibility of impacting modules that are actively generating page content
-- TODO:
--  Special attack description processing
--  Anything else combat related


--This module contains all sorts of functions for getting data on items
--Several functions related to use tables can be found at Module:Items/UseTables
--Functions related to source tables can be found at Module:Items/SourceTables
--Other functions moved to Module:Items/ComparisonTables
local p = {}
local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:AuronTest/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
p.EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon', 'Easter Egg', 'Abnormal Log', 'Red Herring'}
p.OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
p.GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50},
                  ["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5},
                  ["Ruby"] = {name = "Ruby", id = 130, chance = 17.5},
                  ["Emerald"] = {name = "Emerald", id = 131, chance = 10},
                  ["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
--The base chance to receive a gem while mining
p.GemChance = .01
--The number of different fishing junk items
p.junkCount = 8
--Items (aside from bars & gems) which can be created via Alt Magic
local AltMagicProducts = {'Rune Essence', 'Bones', 'Holy Dust'}
--The kinds of gloves with cost & charges
p.GloveTable = {['Cooking Gloves'] = {cost=50000, charges=500},
                    ['Mining Gloves'] = {cost=75000, charges=500},
                    ['Smithing Gloves'] = {cost=100000, charges=500},
                    ['Thieving Gloves'] = {cost=100000, charges=500},
                    ['Gem Gloves'] = {cost=500000, charges=2000}}
p.specialFishWt = 6722
p.specialFishLoot = {{128, 2000}, {129, 1600}, {130, 1400}, {131, 1000}, {132, 400}, {667, 10}, {668, 10}, {902, 1}, {670, 1}, {669, 50}, {120, 250}}
function p.buildSpecialFishingTable()
  --This shouldn't ever be included in a page
  --This is for generating the above 'specialFishLoot' variable if it ever needs to change
  --To re-run, edit the module, type in "console.log(p.buildSpecialFishingTable())" and copy+paste the result as the new value of the variable
  --Also gives you the total fishing weight for saving time later
  local lootArray = {}
  local totalWt = 0
  for i, item in pairs(ItemData.Items) do
    if item.fishingCatchWeight ~= nil then
      totalWt = totalWt + item.fishingCatchWeight
      table.insert(lootArray, '{'..(i - 1)..', '..item.fishingCatchWeight..'}')
    end
  end
  local result = 'p.specialFishWt = '..totalWt..'\r\n'
  result = result..'p.specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
  return result
end
function p.getSpecialAttackByID(ID)
  local result = Shared.clone(ItemData.SpecialAttacks[ID + 1])
  if result ~= nil then
    result.id = ID
  end
  return result
end
function p.getItemByID(ID)
  local result = Shared.clone(ItemData.Items[ID + 1])
  if result ~= nil then
    result.id = ID
  end
  return result
end
function p.getItem(name)
  local result = nil
  name = string.gsub(name, "%%27", "'")
  name = string.gsub(name, "'", "'")
  name = string.gsub(name, "'", "'")
  for i, item in pairs(ItemData.Items) do
    local itemName = string.gsub(item.name, '#', '')
    if(name == itemName) then
      result = Shared.clone(item)
      --Make sure every item has an id, and account for Lua being 1-index
      result.id = i - 1
      break
    end
  end
  return result
end
function p.getItems(checkFunc)
  local result = {}
  for i, item in pairs(ItemData.Items) do
    if checkFunc(item) then
      local newItem = Shared.clone(item)
      newItem.id = i - 1
      table.insert(result, newItem)
    end
  end
  return result
end
-- Input: equipmentStats property of an item in the format { { ["key"] = "stabAttackBonus", ["value"] = 2 }, ... }
-- Output: Table in the format { ["stabAttackBonus"] = 2, ... }
function p._processEquipmentStats(equipStats)
  local out = {}
  if type(equipStats) == 'table' then
    for i, stat in pairs(equipStats) do
      local k, v = stat["key"], stat["value"]
      if out[k] == nil then
        out[k] = v
      else
        out[k] = out[k] + v
      end
    end
  end
  return out
end
function p._getItemStat(item, StatName, ZeroIfNil)
  local result = item[StatName]
  --Special Overrides:
  -- Equipment stats first
  if Shared.contains(ItemData.EquipmentStatKeys, StatName) then
    local equipStats = p._processEquipmentStats(item.equipmentStats)
    if equipStats[StatName] == nil then
      result = nil
    else
      result = equipStats[StatName]
    end
  elseif StatName == 'attackType' then
    result = p._getWeaponAttackType(item)
  elseif StatName == 'description' then
    result = item.description
    if result == nil or result == '' then result = 'No Description' end
  elseif StatName == 'completionReq' then
    if item.ignoreCompletion == nil or not item.ignoreCompletion then
      return 'Yes'
    else
      return 'No'
    end
  elseif StatName == 'slayerBonusXP' then
    return p._getItemModifier(item, 'increasedSkillXP', 'Slayer', false)
  end
  if result == nil and ZeroIfNil then result = 0 end
  return result
end
function p.getItemStat(frame)
  local args = frame.args ~= nil and frame.args or frame
  local ItemName = args[1]
  local StatName = args[2]
  local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
  local formatNum = args.formatNum ~= nil and args.formatNum ~= '' and args.formatNum ~= 'false'
  local item = p.getItem(ItemName)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module[[Category:Pages with script errors]]"
  end
  local result = p._getItemStat(item, StatName, ZeroIfNil)
  if formatNum then result = Shared.formatnum(result) end
  return result
end
--Gets the value of a given modifier for a given item
--asString is false by default, when true it writes the full bonus text
function p._getItemModifier(item, modifier, skill, asString)
  if asString == nil then asString = false end
  if skill == '' then
    skill = nil
  elseif type(skill) == 'string' then
    skill = Constants.getSkillID(skill)
  end
  local result = 0
  if item.modifiers ~= nil and item.modifiers[modifier] ~= nil then
    if type(item.modifiers[modifier]) == 'table' then
      for i, subVal in Shared.skpairs(item.modifiers[modifier]) do
        if subVal[1] == skill then
          result = subVal[2]
          break
        end
      end
    else
      result = item.modifiers[modifier]
    end
  end
  if asString then
    if skill ~= nil then
      return Constants._getModifierText(modifier, {skill, result})
    else
      return Constants._getModifierText(modifier, result)
    end
  else
    return result
  end
end
function p.hasCombatStats(item)
  if item.equipmentSlot == nil then
    return false
  elseif item.equipmentSlot == Constants.getEquipmentSlotID('Weapon') then
    return true
  end
  local combatStatList = {'strengthBonus', 'defenceBonus', 'stabAttackBonus', 'slashAttackBonus', 'blockAttackBonus', 'damageReduction',
                          'rangedDefenceBonus', 'magicDefenceBonus', 'rangedAttackBonus', 'rangedStrengthBonus', 'magicAttackBonus', 'magicDamageBonus'}
 
  for i, stat in Shared.skpairs(combatStatList) do
    if p._getItemStat(item, stat, true) > 0 then
      return true
    end
  end
  return false
end
function p.getItemModifier(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame[1]
  local modName = frame.args ~= nil and frame.args[2] or frame[2]
  local skillName = frame.args ~= nil and frame.args[3] or frame[3]
  local asString = frame.args ~= nil and frame.args[4] or frame[4]
  if asString ~= nil then
    if string.upper(asString) == 'FALSE' then
    asString = false
    else
    asString = true
    end
  end
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module[[Category:Pages with script errors]]"
  end
  return p._getItemModifier(item, modName, skillName, asString)
end
function p._getWeaponAttackType(item)
  if item.type == 'Weapon' then
    return Icons.Icon({'Melee', nolink='true'})
  elseif item.type == 'Ranged Weapon' then
    return Icons.Icon({'Ranged', type='skill', nolink='true'})
  elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
    return Icons.Icon({'Magic', type='skill', nolink='true'})
  else
    return "Invalid"
  end
end
function p.getWeaponAttackType(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module[[Category:Pages with script errors]]"
  end
  return p._getWeaponAttackType(item)
end
function p.getPotionTable(frame)
  local potionName = frame.args ~= nil and frame.args[1] or frame
  local tiers = {'I', 'II', 'III', 'IV'}
  local result = '{| class="wikitable"'
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'
  local tier1potion = p.getItem(potionName..' I')
  for i, tier in pairs(tiers) do
    local tierName = potionName..' '..tier
    local potion = p.getItemByID(tier1potion.id + i - 1)
    if potion ~= nil then
      result = result..'\r\n|-'
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
      result = result..'||'..'[['..tierName..'|'..tier..']]'
      result = result..'||'..potion.potionCharges..'||'..potion.description
    end
  end
  result = result..'\r\n|}'
  return result
end
function p._getOtherItemBoxText(item)
  result = ''
  --For equipment, show the slot they go in
  if item.equipmentSlot ~= nil then
    result = result.."\r\n|-\r\n|'''Equipment Slot:''' "..Constants.getEquipmentSlotName(item.equipmentSlot)
    if item.isPassiveItem then
      result = result..', Passive'
    end
  end
  --For weapons with a special attack, show the details
  if item.hasSpecialAttack then
    local spAtt = p.getSpecialAttackByID(item.specialAttackID)
    result = result.."\r\n|-\r\n|'''Special Attack:'''"
    result = result..'\r\n* '..spAtt.chance..'% chance for '..spAtt.name..':'
    result = result..'\r\n** '..p._getSpecialAttackDescription(spAtt)
  end
  --For potions, show the number of charges
  if item.potionCharges ~= nil then
    result = result.."\r\n|-\r\n|'''Charges:''' "..item.potionCharges
  end
  --For food, show how much it heals for
  if item.healsFor ~= nil then
    result = result.."\r\n|-\r\n|'''Heals for:''' "..Icons.Icon({"Hitpoints", type="skill", notext="true"})..' '..(item.healsFor * 10)
  end
  --For Prayer Points, show how many you get
  if item.prayerPoints ~= nil then
    result = result.."\r\n|-\r\n|'''"..Icons.Icon({'Prayer', type='skill'}).." Points:''' "..item.prayerPoints
  end
  --For items with modifiers, show what those are
  if item.modifiers ~= nil and Shared.tableCount(item.modifiers) > 0 then
    result = result.."\r\n|-\r\n|'''Modifiers:'''\r\n"..Constants.getModifiersText(item.modifiers, true)
  end
  return result
end
function p.getOtherItemBoxText(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  local asList = false
  if frame.args ~= nil then
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module[[Category:Pages with script errors]]"
  end
  return p._getOtherItemBoxText(item, asList)
end
function p._getItemCategories(item)
  local result = ''
  if item.category ~= nil then result = result..'[[Category:'..item.category..']]' end
  if item.type ~= nil then result = result..'[[Category:'..item.type..']]' end
  if item.tier ~= nil then result = result..'[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]' end
  if item.hasSpecialAttack then result = result..'[[Category:Items With Special Attacks]]' end
  if item.isPassiveItem then result = result..'[[Category:Passive Items]]' end
  if item.chanceToDoubleLoot ~= nil and item.chanceToDoubleLoot > 0 then result = result..'[[Category:Double Loot Chance Items]]' end
  return result
end
function p.getItemCategories(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module[[Category:Pages with script errors]]"
  end
  return p._getItemCategories(item)
end
function p.getSkillcapeTable(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
  local cape = p.getItem(skillName..' Skillcape')
  local result = '{| class="wikitable"\r\n'
  result = result..'!Skillcape!!Name!!Effect'
  result = result..'\r\n|-\r\n|'..Icons.Icon({cape.name, type='item', size='60', notext=true})
  result = result..'||[['..cape.name..']]||'..cape.description
  result = result..'\r\n|}'
  return result
end
function p.getItemGrid(frame)
  result = '{|'
  for i, item in Shared.skpairs(ItemData.Items) do
    if i % 17 == 1 then
      result = result..'\r\n|-\r\n|'
    else
      result = result..'||'
    end
    result = result..'style="padding:3px"|'..Icons.Icon({item.name, type='item', notext=true, size='40'})
  end
  result = result..'\r\n|}'
  return result
end
function p.getSpecialAttackTable(frame)
  local spAttTable = {}
 
  for i, item in Shared.skpairs(ItemData.Items) do
    if item.hasSpecialAttack then
      if spAttTable[item.specialAttackID] == nil then spAttTable[item.specialAttackID] = {sortName=item.name, Icons = {}} end
      table.insert(spAttTable[item.specialAttackID].Icons, Icons.Icon({item.name, type='item'}))
    end
  end 
  local result = '{|class="wikitable sortable stickyHeader"'
  result = result..'\r\n|-class="headerRow-0"'
  result = result..'\r\n!style="min-width:180px"|Weapon(s)!!Name!!Chance!!Effect'
  for i, spAttData in Shared.skpairs(spAttTable) do
    local spAtt = p.getSpecialAttackByID(i)
    table.sort(spAttData.Icons, function(a, b) return a < b end)
    result = result..'\r\n|-'
    result = result..'\r\n|data-sort-value="'..spAttData.sortName..'"|'..table.concat(spAttData.Icons, '<br/>')
    result = result..'||'..spAtt.name..'||data-sort-value="'..spAtt.chance..'"|'..spAtt.chance..'%'
    result = result..'||'..p._getSpecialAttackDescription(spAtt)
  end
  result = result..'\r\n|}'
  return result
end
local nouns = {
  ["player"] = {
    ["plain"] = "you",
    ["possesive"] = "your",
    ["pronoun"] = "you",
    ["is"] = "are"
  },
  ["enemy"] = {
    ["plain"] = "the enemy",
    ["possesive"] = "the enemy's",
    ["pronoun"] = "they",
    ["is"] = "is"
  }
}
-- Generates a textual description from a special attack's damage attribute
-- Similar to in game function getDamageDescription in attack.js
function p._getDamageDescription(damageList, attName, tarName)
  local rollData = {
    ["CurrentHP"] = {
      ["formatPercent"] = function(value) return Shared.round(value, 2, 0) .. '%' end,
      ["formatName"] = function(name) return ' of ' .. name .. ' current hitpoints' end
    },
    ["MaxHP"] = {
      ["formatPercent"] = function(value) return Shared.round(value, 2, 0) .. '%' end,
      ["formatName"] = function(name) return ' of ' .. name .. ' max hitpoints' end
    },
    ["DamageDealt"] = {
      ["formatPercent"] = function(value) return Shared.round(value, 2, 0) .. '%' end,
      ["formatName"] = function(name) return ' of the damage dealt' end
    },
    ["MaxHit"] = {
      ["formatPercent"] = function(value) return Shared.round(value, 2, 0) .. '%' end,
      ["formatName"] = function(name) return ' of ' .. name .. ' max hit' end
    },
    ["MinHit"] = {
      ["formatPercent"] = function(value) return Shared.round(value, 2, 0) .. '%' end,
      ["formatName"] = function(name) return ' of ' .. name .. ' min hit' end
    },
    ["Fixed"] = {
      ["formatPercent"] = function(value) return Shared.formatnum(math.floor(value * 10)) end,
      ["formatName"] = function(name) return '' end
    },
    ["MagicScaling"] = {
      ["formatPercent"] = function(value) return Shared.round(value, 0, 0) .. '%' end,
      ["formatName"] = function(name) return ' of ' .. name .. ' current hitpoints' end
    },
    ["One"] = {
      ["formatPercent"] = function(value) return '1' end,
      ["formatName"] = function(name) return '' end
    },
    ["Rend"] = {
      ["formatPercent"] = function(value) return Shared.round(value, 2, 0) .. '% if the target has full HP, otherwise 250%' end,
      ["formatName"] = function(name) return ' of the damage dealt' end
    },
  }
  local descPart = {}
  for i, damage in ipairs(damageList) do
    local name = 'Unknown'
    if damage.character == 'Attacker' then
      name = nouns[attName]['possesive']
    elseif damage.character == 'Target' then
      name = nouns[tarName]['possesive']
    end
    local maxData = rollData[damage['maxRoll']]
    local desc = ''
    if damage.roll then
      local minData = rollData[damage['minRoll']]
      if damage['maxRoll'] == damage['minRoll'] then
        -- Same damage type for max & min
        desc = minData.formatPercent(damage['minPercent']) .. '-' .. maxData.formatPercent(damage['maxPercent']) .. minData.formatName(name)
      elseif damage['maxRoll'] == 'MaxHit' and damage['minRoll'] == 'MinHit' and damage['maxPercent'] == damage['minPercent'] then
        desc = maxData.formatPercent(damage['maxPercent']) .. ' of ' .. name .. ' normal damage'
      else
        desc = minData.formatPercent(damage['minPercent']) .. minData.formatName(name) .. ' to ' .. maxData.formatPercent(damage['maxPercent']) .. maxData.formatName(name)
      end
    else
      desc = maxData.formatPercent(damage['maxPercent']) .. maxData.formatName(name)
    end
    table.insert(descPart, desc)
  end
  return Shared.joinList(descPart, ', ', ' and ')
end
function p._getEffectDescription(effectList, attName, tarName)
  local getAllModText = function(modifierList, doColor)
                          local returnPart = {}
                          for modName, val in pairs(modifierList) do
                            table.insert(returnPart, Constants._getModifierText(modName, val, doColor))
                          end
                          return Shared.joinList(returnPart, ', ', ' and ')
                        end
  local descPart = {}
  for i, effect in ipairs(effectList) do
    local desc = ''
    if effect['type'] == 'DOT' then
      local damageDesc = p._getDamageDescription(effect['damage'], attName, tarName)
      local parts = nil
      if effect['subtype'] == 'Regen' then
        parts = {'give', 'heals', ''}
      else
        parts = {'inflict', 'deals', 'as damage '}
      end
      if effect['chance'] < 100 then
          desc = 'has a ' .. Shared.round(effect['chance'], 2, 0) .. '% chance to ' .. parts[1] .. ' ' .. effect['subtype'] .. ' '
      else
          desc = parts[1] .. 's ' .. effect['subtype'] .. ' '
      end
      desc = desc .. 'that ' .. parts[2] .. ' ' .. damageDesc .. ' ' .. parts[3] .. 'over ' .. Shared.round(effect['procs'] * effect['interval'] / 1000, 2, 0) .. 's'
    elseif effect['type'] == 'Reflexive' then
      local modDesc = getAllModText(effect.modifiers, false)
      desc = 'gives ' .. nouns[attName]['plain'] .. ' ' .. modDesc .. ' each time ' .. nouns[attName]['pronoun'] .. ' are hit for the duration of this attack (Stacks up to ' .. Shared.formatnum(math.floor(effect['maxStacks'])) .. ' times)'
    elseif effect['type'] == 'Stacking' then
      local modDesc = getAllModText(effect.modifiers, false)
      desc = 'applies +' .. Shared.formatnum(math.floor(effect['stacksToAdd'])) .. ' stack' .. (effect['stacksToAdd'] > 1 and 's' or '') .. ' of ' .. effect['name'] .. ' to ' .. nouns[tarName]['plain']
      desc = desc .. ' (Max ' .. Shared.formatnum(math.floor(effect['maxStacks'])) .. ' stack' .. (effect['maxStacks'] > 1 and 's' or '') .. '). ' .. effect['name'] .. ' gives ' .. modDesc .. ' regardless of number of stacks. One stack is removed after each of the ' .. nouns[tarName]['possesive'] .. ' turns'
    elseif effect['type'] == 'Modifier' then
      local modDesc = getAllModText(effect.modifiers, false)
      local name = effect['character'] == 'Attacker' and attName or tarName
      local countName = effect['countsOn'] == 'Attacker' and attName or tarName
      desc = 'gives ' .. nouns[name]['plain'] .. ' ' .. modDesc
      if effect['maxStacks'] > 1 then
        desc = desc .. ' that stacks up to ' .. Shared.formatnum(math.floor(effect['maxStacks'])) .. ' times'
      elseif effect['turns'] == nil then
        -- Take a nil turns value to mean Infinity, as in JS JSON.Stringify() converts Infinity to null
        -- This assumption will potentially cause issues in the future
        desc = desc .. ' until the end of the fight'
      elseif effect['turns'] > 0 then
        desc = desc .. ' for ' .. Shared.formatnum(math.floor(effect['turns'])) .. ' of ' .. nouns[countName]['possesive'] .. ' turn' .. (effect['turns'] > 1 and 's' or '')
      else
        desc = desc .. ' until the end of the attack'
      end
    elseif effect['type'] == 'Sleep' or effect['type'] == 'Stun' then
      local effName = (effect['type'] == 'Sleep' and 'sleep' or string.gsub(effect['flavour'], '^(%a)', function(c) return string.lower(c) end))
      if effect['chance'] < 100 then
        desc = 'has a ' .. Shared.round(effect['chance'], 2, 0) .. '%' .. ' chance to apply ' .. effName
      else
        desc = 'applies ' .. effName
      end
      desc = desc .. ' for ' .. Shared.formatnum(math.floor(effect['turns'])) .. ' turn' .. (effect['turns'] > 1 and 's' or '')
    else
      desc = 'Unknown effect type: ' .. effect['type'] .. '[[Category:Pages with script errors]]'
    end
    table.insert(descPart, desc)
  end
  return Shared.joinList(descPart, '; ', ' and ')
end
-- Generates a textual description for a special attack
-- Similar to in game function describeAttack in attack.js
function p._getSpecialAttackDescription(attack, targetIsEnemy)
  local attackDescriptors = {
    ["count"] = function(attack, attName, tarName) return attack['attackCount'] end,
    ["damage"] = function(attack, attName, tarName) return p._getDamageDescription(attack['damage'], attName, tarName) end,
    ["lifesteal"] = function(attack, attName, tarName) return Shared.round(attack['lifesteal'], 2, 0) .. '%' end,
    ["target"] = function(attack, attName, tarName) return nouns[tarName]['plain'] end,
    ["attacker"] = function(attack, attName, tarName) return nouns[attName]['plain'] end,
    ["tarPos"] = function(attack, attName, tarName) return nouns[tarName]['possesive'] end,
    ["attPos"] = function(attack, attName, tarName) return nouns[attName]['possesive'] end,
    ["prehitEffect"] = function(attack, attName, tarName) return p._getEffectDescription(attack['prehitEffects'], attName, tarName) end,
    ["hitEffect"] = function(attack, attName, tarName) return p._getEffectDescription(attack['onhitEffects'], attName, tarName) end,
    ["canMiss"] = function(attack, attName, tarName) return attack['cantMiss'] and "can't miss" or "can miss" end,
    ["avoidable"] = function(attack, attName, tarName) return attack['cantMiss'] and "unavoidable" or "avoidable" end,
    ["duration"] = function(attack, attName, tarName) return Shared.round((attack['attackCount'] - 1) * attack['attackInterval'] / 1000, 2, 0) .. 's' end,
    ["interval"] = function(attack, attName, tarName) return Shared.round(attack['attackInterval'] / 1000, 2, 0) .. 's' end,
    ["tarIs"] = function(attack, attName, tarName) return nouns[tarName]['is'] end,
    ["attIs"] = function(attack, attName, tarName) return nouns[attName]['is'] end,
  }
  -- string.gsub() searches for a pattern rather than a literal and is case sensitive, so use the below to:
  -- 1. Escape any characters that have special meanings within patterns
  -- 2. Modify the pattern to be case insensitive (by replacing each alpha char with a class containing
  --    both the uppercase & lowercase characters)
  local patternFormat = function(str, caseInsensitive)
                          local pat = string.gsub(str, '[%(%)%.%%+%-%*%?%[%]%^%$]', function(c) return '%' .. c end)
                          if caseInsensitive then pat = string.gsub(pat, '(%a)', function(c) return '[' .. string.upper(c) .. string.lower(c) .. ']' end) end
                          return pat
                        end
  local attackDesc = attack['description']
  local attName, tarName = targetIsEnemy and 'player' or 'enemy', targetIsEnemy and 'enemy' or 'player'
  for desc, repFunc in pairs(attackDescriptors) do
    local searchPat = '<' .. patternFormat(desc, true) .. '>'
    if string.find(attackDesc, searchPat) ~= nil then
      local repText = repFunc(attack, attName, tarName)
      repText = patternFormat(string.upper(string.sub(repText, 1, 1)) .. string.sub(repText, 2))
      attackDesc = string.gsub(attackDesc, searchPat, repText)
    end
  end
  return attackDesc
end
-- mw.log(p._getSpecialAttackDescription(p.getSpecialAttackByID(84), false))
-- mw.log(p._getSpecialAttackDescription(p.getSpecialAttackByID(31), true))
return p

Latest revision as of 22:33, 29 June 2024

Documentation for this module may be created at Module:Sandbox/AuronTest/doc