Module:Attacks/Tables
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 GameData = require('Module:GameData')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
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
-- Build index so we can tell which to include later
local includedAttacks = {}
for i, attack in ipairs(attacks) do
includedAttacks[attack.id] = true
end
-- Compile a list of monsters, items, spells, etc. for each included attack
-- Monsters
if includeCat['Monster'] then
for i, monster in ipairs(GameData.rawData.monsters) do
if monster.specialAttacks ~= nil and not Shared.tableIsEmpty(monster.specialAttacks) then
local overrideChance = (monster.overrideSpecialChances ~= nil and not Shared.tableIsEmpty(monster.overrideSpecialChances))
for j, spAttID in ipairs(monster.specialAttacks) do
if includedAttacks[spAttID] then
local spAtt = GameData.getEntityByID('attacks', spAttID)
if spAtt ~= nil then
local attChance = (overrideChance and monster.overrideSpecialChances[j]) or spAtt.defaultChance
table.insert(spAttTable, { id = spAttID, source = 'Monster', sourceSort = monster.name, sourceText = Icons.Icon({ monster.name, type = 'monster' }), chance = attChance, descType = 'monster' })
end
end
end
end
end
end
-- Items/Weapons
if includeCat['Item'] then
for i, item in ipairs(GameData.rawData.items) do
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
local overrideChance = (item.overrideSpecialChances ~= nil and not Shared.tableIsEmpty(item.overrideSpecialChances))
for j, spAttID in ipairs(item.specialAttacks) do
if includedAttacks[spAttID] then
local spAtt = GameData.getEntityByID('attacks', spAttID)
if spAtt ~= nil then
local attChance = (overrideChance and item.overrideSpecialChances[j]) or spAtt.defaultChance
table.insert(spAttTable, { id = spAttID, source = 'Weapon', sourceSort = item.name, sourceText = Icons.Icon({ item.name, type = 'item' }), chance = attChance, descType = 'player' })
end
end
end
end
end
end
-- Spells
if includeCat['Spell'] then
local spellCats = { 'ancientSpells', 'archaicSpells' }
for i, spellCat in ipairs(spellCats) do
for j, spell in ipairs(GameData.rawData[spellCat]) do
if spell.specialAttack ~= nil and includedAttacks[spell.specialAttack] then
local spAtt = GameData.getEntityByID('attacks', spell.specialAttack)
if spAtt ~= nil then
table.insert(spAttTable, {id = spAtt.id, source = 'Spell', sourceSort = spell.name, sourceText = Icons.Icon({ spell.name, type = 'spell' }), chance = spAtt.defaultChance, descType = 'player' })
end
end
end
end
end
-- Summoning familiars. Any effects inflicted by combat familiars aren't actually special
-- attacks, therefore the handling here is a bit different
if includeCat['Familiar'] then
local famIdx = Shared.tableCount(attacks) + 1
local familiars = Items.getItems(
function(item)
if item.type == 'Familiar' and item.modifiers ~= nil and Items._getItemStat(item, 'summoningMaxhit') ~= nil then
local famAttack = { prehitEffects = {}, onhitEffects = { { type = 'Modifier', subtype = 'Familiar', modifiers = item.modifiers } } }
if effectDefn == nil then
return Shared.tableIsEmpty(Attacks.getAttackEffects(famAttack))
else
return Attacks.attackHasEffect(famAttack, effectDefn)
end
end
return false
end)
for i, 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, { id = familiar.id, 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] = { id = familiar.id, name = familiar.name .. ' (Familiar)', description = { player = famDesc } }
famIdx = famIdx + 1
end
end
-- Nothing to output if there are no row definitions
if Shared.tableIsEmpty(spAttTable) 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 = { 'id', '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 id, dt, chance = rowDefn.id, rowDefn.descType, rowDefn.chance
if rowCounts[id] == nil then
rowCounts[id] = { rows = 0 }
end
if rowCounts[id][dt] == nil then
rowCounts[id][dt] = { rows = 0 }
end
if rowCounts[id][dt][chance] == nil then
rowCounts[id][dt][chance] = 0
end
rowCounts[id]['rows'] = rowCounts[id]['rows'] + 1
rowCounts[id][dt]['rows'] = rowCounts[id][dt]['rows'] + 1
rowCounts[id][dt][chance] = rowCounts[id][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 = { id = true, descType = true, chance = true }
local prevRowVal = { id = 0, descType = '', chance = 0 }
local resetOnChange = {
id = { 'id', 'descType', 'chance' },
descType = { 'descType', 'chance' },
chance = { 'chance' }
}
local rowSuffix = ''
for i, spAttRow in ipairs(spAttTable) do
local spIdx = spAttRow.id
local spAtt = GameData.getEntityByID(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.id 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 ''
local spAttDesc = spAtt.description
--Adding the time between hits and total duration as a note at the end of the special attack description
local spAttInterval = spAtt.attackInterval ~= nil and spAtt.attackInterval or -1
if(spAttInterval ~= -1 and spAtt.damage ~= nil and Shared.tableCount(spAtt.damage) > 0) then
spAttDesc = spAttDesc..'<br/>('
local spAttDuration = spAttInterval * (spAtt.attackCount - 1)
spAttDesc = spAttDesc..Shared.round(spAttInterval / 1000, 2, 2)..'s delay between attacks.'
if spAtt.attackCount ~= nil and spAtt.attackCount > 2 then
spAttDesc = spAttDesc..' '..Shared.round(spAttDuration / 1000, 2, 2)..'s total duration'
end
spAttDesc = spAttDesc..')'
end
table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. (spAttDesc or ''))
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