Module:Sandbox/SkillTree: Difference between revisions

From Melvor Idle
(init)
 
mNo edit summary
Line 64: Line 64:
end
end


function p.getAllNodes()
function p.getSkillTreeNodes(checkFunc)
     local allNodes = {}
     local nodes = {}
 
     for _, skill in pairs(SkillData) do
    -- Iterate through all skills in the game
         for _, tree in ipairs(skill.skillTrees or {}) do
     for skillName, skillData in pairs(GameData.skillData) do
            for _, node in ipairs(GameData.getEntities(tree.nodes, checkFunc)) do
         local skillTrees = skillData.skillTrees
                table.insert(nodes, node)
 
        if skillTrees then
            -- Iterate over each skill tree within the skill
            for _, skillTree in ipairs(skillTrees) do
                -- Iterate over each node within the skill tree
                for _, node in ipairs(skillTree.nodes) do
                    table.insert(allNodes, node)
                end
             end
             end
         end
         end
     end
     end
 
     return nodes
     return allNodes
end
end


return p
return p

Revision as of 13:30, 30 August 2024

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

local p = {}

local Constants = require('Module:Constants')
local Num = require('Module:Number')
local Shared = require('Module:Shared')
local Common = require('Module:Common')
local GameData = require('Module:GameData')
local Modifiers = require('Module:Modifiers')
local Skills = require('Module:Skills')
local Items = require('Module:Items')
local Icons = require('Module:Icons')

local function deepPrint(tbl, indent)
    if not indent then indent = 0 end
    for k, v in pairs(tbl) do
        local formatting = string.rep("  ", indent) .. k .. ": "
        if type(v) == "table" then
            mw.log(formatting)
            deepPrint(v, indent + 1)
        else
            mw.log(formatting .. tostring(v))
        end
    end
end

function p.printSkillTrees()
    local skillTrees = GameData.skillData.Agility.skillTrees

    if not skillTrees then
        mw.log("No skill trees found.")
        return
    end

    mw.log("Skill Trees for Agility:")
    for _, skillTree in ipairs(skillTrees) do
        mw.log("------------------------------")
        mw.log("Skill Tree ID: " .. skillTree.id)
        mw.log("Skill Tree Name: " .. skillTree.name)
        mw.log("Points Available: " .. (skillTree.points or "N/A"))
        mw.log("Number of Nodes: " .. #skillTree.nodes)

        -- Print information for each node in the skill tree
        for _, node in ipairs(skillTree.nodes) do
            mw.log("  Node ID: " .. node.id)
            mw.log("  Node Name: " .. node.name)
            mw.log("  Costs: " .. (node.costs.points or 0) .. " points")
            mw.log("  Unlocked: " .. tostring(node.isUnlocked))

            -- Print the node's modifiers
            if node.modifiers then
                mw.log("  Modifiers:")
                deepPrint(node.modifiers, 2)
            end

            -- Print the node's parents (if any)
            if node.parents then
                mw.log("  Parents:")
                for _, parentID in ipairs(node.parents) do
                    mw.log("    Parent Node ID: " .. parentID)
                end
            end
        end
    end
end

function p.getSkillTreeNodes(checkFunc)
    local nodes = {}
    for _, skill in pairs(SkillData) do
        for _, tree in ipairs(skill.skillTrees or {}) do
            for _, node in ipairs(GameData.getEntities(tree.nodes, checkFunc)) do
                table.insert(nodes, node)
            end
        end
    end
    return nodes
end

return p