Module:Sandbox/SkillTree: Difference between revisions
From Melvor Idle
Tag: Undo |
(def not chatgpt) |
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Line 48: | Line 48: | ||
local skillNodes = p.getSkillTreeNodesFromSkillName(skillName) | local skillNodes = p.getSkillTreeNodesFromSkillName(skillName) | ||
if not skillNodes or #skillNodes == 0 then | |||
return "No skill tree found for: " .. skillName | |||
end | |||
-- Constants for layout | |||
local baseX = 500 -- Start X position (middle of the screen) | |||
local baseY = 50 -- Start Y position (top of the screen) | |||
local verticalSpacing = 200 -- Distance between levels (Y-axis) | |||
local horizontalSpacing = 300 -- Distance between nodes at the same level (X-axis) | |||
if | -- Find the maximum level (depth) of the skill tree | ||
local maxLevel = 0 | |||
for _, node in ipairs(skillNodes) do | |||
if node.level > maxLevel then | |||
maxLevel = node.level | |||
end | |||
end | |||
-- Calculate the number of nodes per level | |||
local nodesPerLevel = {} | |||
for _, node in ipairs(skillNodes) do | |||
local level = node.level | |||
if not nodesPerLevel[level] then | |||
nodesPerLevel[level] = 0 | |||
end | |||
nodesPerLevel[level] = nodesPerLevel[level] + 1 | |||
end | end | ||
local html = mw.html.create('div') | -- Container for the skill tree | ||
local html = mw.html.create('div'):addClass('skill-tree-container'):css({ | |||
['position'] = 'relative', | |||
['width'] = '1000px', -- Adjust based on max width | |||
['height'] = (maxLevel + 1) * verticalSpacing .. 'px', -- Adjust height dynamically | |||
['margin'] = 'auto' | |||
}) | |||
-- SVG container for the node connections | |||
local svg = html:tag('svg'):attr('height', '100%'):attr('width', '100%') | |||
:attr('preserveAspectRatio', 'none') | |||
:attr('viewBox', '0 0 1000 ' .. (maxLevel + 1) * verticalSpacing) | |||
-- Keep track of node positions for connections | |||
local nodePositions = {} | |||
-- Render each node and calculate its position | |||
for _, node in ipairs(skillNodes) do | for _, node in ipairs(skillNodes) do | ||
local level = node.level | |||
local indexInLevel = nodesPerLevel[level] | |||
-- Calculate X and Y positions for this node | |||
local xPos = baseX + (indexInLevel - nodesPerLevel[level] / 2) * horizontalSpacing | |||
local yPos = baseY + level * verticalSpacing | |||
-- Store the node's position for later use in drawing connections | |||
nodePositions[node.name] = { x = xPos, y = yPos } | |||
-- Node container | |||
local nodeDiv = html:tag('div'):css({ | |||
['position'] = 'absolute', | |||
['width'] = '200px', | |||
['height'] = '100px', | |||
['top'] = yPos .. 'px', | |||
['left'] = xPos .. 'px', | |||
['background-color'] = '#f5f5f5', | |||
['border'] = '2px solid black', | |||
['text-align'] = 'center' | |||
}) | |||
-- Node title (e.g., skill name) | |||
nodeDiv:tag('span'):wikitext(node.name):css({ | |||
['font-size'] = '14px', | |||
['font-weight'] = '700', | |||
}):done() | |||
-- Display modifiers (if present) | |||
if node.modifiers then | |||
local modifierText = "" | |||
for modifier, data in pairs(node.modifiers) do | |||
if type(data) == "table" then | |||
modifierText = modifierText .. modifier .. ": Skill: " .. (data.skillID or "N/A") .. ", Value: " .. (data.value or "N/A") .. "<br>" | |||
else | |||
modifierText = modifierText .. modifier .. ": " .. tostring(data) .. "<br>" | |||
end | |||
end | |||
nodeDiv:tag('p'):wikitext(modifierText):done() | |||
end | |||
-- Display combat effects (if present) | |||
if node.combatEffects then | |||
local combatEffectText = "" | |||
for _, effect in pairs(node.combatEffects) do | |||
combatEffectText = combatEffectText .. "Effect ID: " .. (effect.effectID or "N/A") .. ", Chance: " .. (effect.chance or "N/A") .. "%<br>" | |||
if effect.condition then | |||
combatEffectText = combatEffectText .. "Condition Type: " .. (effect.condition.type or "N/A") .. "<br>" | |||
end | |||
end | |||
nodeDiv:tag('p'):wikitext(combatEffectText):done() | |||
end | |||
-- Append nodeDiv to HTML | |||
html:done() | |||
end | |||
-- Draw connections between nodes | |||
for _, node in ipairs(skillNodes) do | |||
if node.parents then | |||
for _, parent in ipairs(node.parents) do | |||
local parentPos = nodePositions[parent.name] | |||
local childPos = nodePositions[node.name] | |||
if parentPos and childPos then | |||
local path = string.format("M%d,%d L%d,%d", parentPos.x + 100, parentPos.y + 100, childPos.x + 100, childPos.y) | |||
svg:tag('path') | |||
:attr('d', path) | |||
:css({ | |||
['stroke'] = 'yellow', -- Connection color (could be dynamic) | |||
['stroke-width'] = '3', | |||
['fill'] = 'none' | |||
}) | |||
:done() | |||
end | |||
end | |||
end | |||
end | |||
-- Close the SVG tag | |||
svg:done() | |||
return tostring(html) | return tostring(html) | ||
end | end | ||
Revision as of 11:22, 5 September 2024
Documentation for this module may be created at Module:Sandbox/SkillTree/doc
local p = {}
local GameData = require('Module:GameData')
function p.getSkillTreeNodes(checkFunc)
local nodes = {}
for skillName, skillData in pairs(GameData.skillData) do
local skillTrees = skillData.skillTrees
if skillTrees then
for _, skillTree in ipairs(skillTrees) do
for _, node in ipairs(GameData.getEntities(skillTree.nodes, checkFunc)) do
local nodeCopy = {}
for k, v in pairs(node) do
nodeCopy[k] = v
end
nodeCopy.skillName = skillName
table.insert(nodes, nodeCopy)
end
end
end
end
return nodes
end
function p.getSkillTreeNodesFromSkillName(skillName)
mw.log(GameData.skillData)
local skillData = GameData.skillData[skillName]
if not skillData then return nil end
local nodes = {}
for _, node in ipairs(skillData.skillTrees[1].nodes) do
table.insert(nodes, node)
end
return nodes
end
function p.generateSkillTree(frame)
local args = frame.args ~= nil and frame.args or frame
local skillName = args[1]
if not skillName then
return "Invalid skillName"
end
local skillNodes = p.getSkillTreeNodesFromSkillName(skillName)
if not skillNodes or #skillNodes == 0 then
return "No skill tree found for: " .. skillName
end
-- Constants for layout
local baseX = 500 -- Start X position (middle of the screen)
local baseY = 50 -- Start Y position (top of the screen)
local verticalSpacing = 200 -- Distance between levels (Y-axis)
local horizontalSpacing = 300 -- Distance between nodes at the same level (X-axis)
-- Find the maximum level (depth) of the skill tree
local maxLevel = 0
for _, node in ipairs(skillNodes) do
if node.level > maxLevel then
maxLevel = node.level
end
end
-- Calculate the number of nodes per level
local nodesPerLevel = {}
for _, node in ipairs(skillNodes) do
local level = node.level
if not nodesPerLevel[level] then
nodesPerLevel[level] = 0
end
nodesPerLevel[level] = nodesPerLevel[level] + 1
end
-- Container for the skill tree
local html = mw.html.create('div'):addClass('skill-tree-container'):css({
['position'] = 'relative',
['width'] = '1000px', -- Adjust based on max width
['height'] = (maxLevel + 1) * verticalSpacing .. 'px', -- Adjust height dynamically
['margin'] = 'auto'
})
-- SVG container for the node connections
local svg = html:tag('svg'):attr('height', '100%'):attr('width', '100%')
:attr('preserveAspectRatio', 'none')
:attr('viewBox', '0 0 1000 ' .. (maxLevel + 1) * verticalSpacing)
-- Keep track of node positions for connections
local nodePositions = {}
-- Render each node and calculate its position
for _, node in ipairs(skillNodes) do
local level = node.level
local indexInLevel = nodesPerLevel[level]
-- Calculate X and Y positions for this node
local xPos = baseX + (indexInLevel - nodesPerLevel[level] / 2) * horizontalSpacing
local yPos = baseY + level * verticalSpacing
-- Store the node's position for later use in drawing connections
nodePositions[node.name] = { x = xPos, y = yPos }
-- Node container
local nodeDiv = html:tag('div'):css({
['position'] = 'absolute',
['width'] = '200px',
['height'] = '100px',
['top'] = yPos .. 'px',
['left'] = xPos .. 'px',
['background-color'] = '#f5f5f5',
['border'] = '2px solid black',
['text-align'] = 'center'
})
-- Node title (e.g., skill name)
nodeDiv:tag('span'):wikitext(node.name):css({
['font-size'] = '14px',
['font-weight'] = '700',
}):done()
-- Display modifiers (if present)
if node.modifiers then
local modifierText = ""
for modifier, data in pairs(node.modifiers) do
if type(data) == "table" then
modifierText = modifierText .. modifier .. ": Skill: " .. (data.skillID or "N/A") .. ", Value: " .. (data.value or "N/A") .. "<br>"
else
modifierText = modifierText .. modifier .. ": " .. tostring(data) .. "<br>"
end
end
nodeDiv:tag('p'):wikitext(modifierText):done()
end
-- Display combat effects (if present)
if node.combatEffects then
local combatEffectText = ""
for _, effect in pairs(node.combatEffects) do
combatEffectText = combatEffectText .. "Effect ID: " .. (effect.effectID or "N/A") .. ", Chance: " .. (effect.chance or "N/A") .. "%<br>"
if effect.condition then
combatEffectText = combatEffectText .. "Condition Type: " .. (effect.condition.type or "N/A") .. "<br>"
end
end
nodeDiv:tag('p'):wikitext(combatEffectText):done()
end
-- Append nodeDiv to HTML
html:done()
end
-- Draw connections between nodes
for _, node in ipairs(skillNodes) do
if node.parents then
for _, parent in ipairs(node.parents) do
local parentPos = nodePositions[parent.name]
local childPos = nodePositions[node.name]
if parentPos and childPos then
local path = string.format("M%d,%d L%d,%d", parentPos.x + 100, parentPos.y + 100, childPos.x + 100, childPos.y)
svg:tag('path')
:attr('d', path)
:css({
['stroke'] = 'yellow', -- Connection color (could be dynamic)
['stroke-width'] = '3',
['fill'] = 'none'
})
:done()
end
end
end
end
-- Close the SVG tag
svg:done()
return tostring(html)
end
return p