Module:Monsters

From Melvor Idle
Revision as of 16:16, 17 September 2020 by Falterfire (talk | contribs) (Added getMonsterAttackSpeed)

Data is pulled from Module:GameData/data


local p = {}

local Constants = mw.loadData('Module:Constants/data')
local MonsterData = mw.loadData('Module:Monsters/data')

function p.getMonster(name)
  local result = nil
  for i, monster in pairs(MonsterData) do
    if(monster.name == name) then
      result = monster
    end
  end
  return result
end

function p.getMonsterStat(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
  local StatName = frame.args ~= nil and frame.args[2] or frame[2]
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return monster[StatName]
  else
    return "ERROR: No monster with that name found"
  end
end

function p.getMonsterHP(frame)
  local MonsterName = frame.args[1]
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return monster.hitpoints * 10
  else
    return "ERROR: No monster with that name found"
  end
end

function p.getMonsterAttackSpeed(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return monster.attackSpeed / 1000
  else
    return "ERROR: No monster with that name found"
  end
end

function p.getMonsterCombatLevel(frame)
  local MonsterName = frame.args[1]
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end
  
  local base = 0.25 * (monster.defenceLevel + monster.hitpoints)
  local melee = 0.325 * (monster.attackLevel + monster.strengthLevel)
  local range = 0.325 * (1.5 * monster.rangedLevel)
  local magic = 0.325 * (1.5 * monster.magicLevel)
  if melee > range and melee > magic then
    return math.floor(base + melee)
  elseif range > magic then
    return math.floor(base + range)
  else
    return math.floor(base + magic)
  end
end

function p.getMonsterAR(frame)
  local MonsterName = frame.args[1]
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end
  
  local effAttLvl = 0
  local attBonus = 0
  if monster.attackType == Constants.attackType.Melee then
    effAttLvl = monster.attackLevel + 9
    attBonus = monster.attackBonus + 64
  elseif monster.attackType == Constants.attackType.Ranged then
    effAttLvl = monster.rangedLevel + 9
    attBonus = monster.attackBonusRanged + 64
  elseif monster.attackType == Constants.attackType.Magic then
    effAttLvl = monster.magicLevel + 9
    attBonus = monster.attackBonusMagic + 64
  else
    return "ERROR: This monster has an invalid attack type somehow"
  end

  return effAttLvl * attBonus
end

function p.getMonsterER(frame)
  local MonsterName = frame.args[1]
  local style = frame.args[2]
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end
  
  local effDefLvl = 0
  local defBonus = 0
  if style == "Melee" then
    effDefLvl = monster.defenceLevel + 9
    defBonus = monster.defenceBonus + 64
  elseif style == "Ranged" then
    effDefLvl = monster.defenceLevel + 9
    defBonus = monster.defenceBonusRanged + 64
  elseif style == "Magic" then
    effDefLvl = math.floor(monster.magicLevel * 0.7 + monster.defenceLevel * 0.3) + 9
    defBonus = monster.defenceBonusMagic + 64
  else
    return "ERROR: Must choose Melee, Ranged, or Magic"
  end
  return effDefLvl * defBonus
end

return p