Module:Sandbox/GauTest/ModifierTables
Documentation for this module may be created at Module:Sandbox/GauTest/ModifierTables/doc
--Module that constructs tables for all things that can affect Player Modifiers
--This includes Agility, Equipment, Pets, Prayers, and Constellations right now
local p = {}
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Pets = require('Module:Pets')
local Items = require('Module:Items')
local Skills = require('Module:Skills')
local Agility = require('Module:Skills/Agility')
local Prayer = require('Module:Prayer')
local Shop = require('Module:Shop')
local Icons = require('Module:Icons')
local GameData = require('Module:GameData')
local Township = require('Module:GauTest/Township')
--First up, functions to get all the things in a category that have a given modifier:
function p.getModifierValue(modifiers, modifier, skill, getOpposites)
--Sometimes nil modifier sets will get here, which is fine. Just return 0 immediately
if modifiers == nil then
return 0
end
--Make sure we have the skillID and not the name
if skill ~= nil then
if skill == '' then
skill = nil
elseif Constants.getSkillID(skill) ~= nil then
-- skill is a skill name
skill = Constants.getSkillID(skill)
elseif Constants.getSkillName(skill) == nil then
-- skill is neither a skill name or ID
return 0
end
end
--By default, attempt to add the increased and decreased prefixes to the modifier
--But if getOpposites is false, only look for an exact match
local mods = {}
if getOpposites == nil or getOpposites then
mods.inc = 'increased'..modifier
mods.dec = 'decreased'..modifier
else
mods.inc = modifier
end
local magnitude = { inc = 0, dec = 0 }
for modType, modName in pairs(mods) do
if modifiers[modName] ~= nil then
local valueArray = nil
if type(modifiers[modName]) ~= 'table' then
valueArray = {modifiers[modName]}
else
valueArray = modifiers[modName]
end
for i, subVal in ipairs(valueArray) do
if type(subVal) == 'table' then
if subVal.skillID ~= nil then
-- Modifier value is skill specific
if skill == nil or skill == '' or subVal.skillID == skill then
magnitude[modType] = magnitude[modType] + subVal.value
end
else
-- Modifier value is a table of two numbers representing a range. Take the largest value
magnitude[modType] = magnitude[modType] + (subVal[2] or 0)
end
else
magnitude[modType] = magnitude[modType] + subVal
end
end
end
end
return magnitude.inc - magnitude.dec
end
function p.getItemsWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local itemList = Items.getItems(
function(item)
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
return false
elseif item.modifiers == nil or Shared.tableIsEmpty(item.modifiers) then
return false
end
for i, mod in ipairs(modifiers) do
if p.getModifierValue(item.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end)
return itemList
end
function p.getObstaclesWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local obstList = Agility.getObstacles(
function(obst)
for i, mod in ipairs(modifiers) do
if p.getModifierValue(obst.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end)
return obstList
end
function p.getConstellationsWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local consList = Skills.getConstellations(
function(cons)
local consMods = Skills._buildAstrologyModifierArray(cons, 1, true, true, true, true)
for i, modifier in ipairs(modifiers) do
if p.getModifierValue(consMods, modifier, skill, getOpposites) ~= 0 then
return true
end
end
return false
end)
return consList
end
function p.getPillarsWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local pillarList = Agility.getPillars(
function(pillar)
for i, mod in ipairs(modifiers) do
if p.getModifierValue(pillar.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end)
return pillarList
end
function p.getPetsWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local petList = Pets.getPets(
function(pet)
for i, mod in ipairs(modifiers) do
if p.getModifierValue(pet.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end)
return petList
end
function p.getPrayersWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local prayerList = Prayer.getPrayers(
function(prayer)
for i, mod in ipairs(modifiers) do
if p.getModifierValue(prayer.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end)
return prayerList
end
function p.getUpgradesWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local upgradeList = Shop.getPurchases(
function(purchase)
if purchase.category == 'melvorD:GolbinRaid' then
return false
end
for i, mod in ipairs(modifiers) do
if p.getModifierValue(purchase.contains.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end)
return upgradeList
end
function p.getTownshipBuildingsWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local buildingList = GameData.getEntities(GameData.skillData.Township.buildings,
function(building)
for i, mod in ipairs(modifiers) do
if p.getModifierValue(building.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end
)
return buildingList
end
function p.getTownshipWorshipsWithModifier(modifiers, skill, getOpposites)
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
local worshipList = GameData.getEntities(Township.GetSplitWorship(),
function(worship)
for i, mod in ipairs(modifiers) do
if p.getModifierValue(worship.modifiers, mod, skill, getOpposites) ~= 0 then
return true
end
end
return false
end
)
return worshipList
end
function p._getModifierTable(modifiers, skill, columnName, getOpposites, displayOtherMods, maxOtherMods, townshipBuildingName)
local modifierNames = {}
if type(modifiers) == 'string' then
modifiers = {modifiers}
end
for i, modifier in pairs(modifiers) do
if getOpposites then
table.insert(modifierNames, 'increased'..modifier)
table.insert(modifierNames, 'decreased'..modifier)
else
table.insert(modifierNames, modifier)
end
end
local hasOtherModifiers = false
local modifierCount = Shared.tableCount(modifiers)
if skill ~= nil then
if skill == '' then
skill = nil
elseif Constants.getSkillID(skill) ~= nil then
-- skill is a skill name
skill = Constants.getSkillID(skill)
elseif Constants.getSkillName(skill) == nil then
-- skill is neither a skill name or ID
return 'ERROR: Failed to find a skill ID for ' .. skill .. '[[Category:Pages with script errors]]'
end
end
local getModText =
function(modifiers)
local modTextArray = { ["visible"] = {}, ["overflow"] = {} }
local otherModCount = 0
local mainModText = {}
for modName, modValue in Shared.skpairs(modifiers) do
local includedMod = Shared.contains(modifierNames, modName)
local valueArray = nil
if type(modValue) ~= 'table' then
valueArray = {modValue}
else
valueArray = modValue
end
for j, subVal in ipairs(valueArray) do
local includeInMainText = includedMod
if type(subVal) == 'table' and subVal.skillID ~= nil then
-- Modifier value is skill specific
if includeInMainText then
-- If the skill doesn't match then don't include in the main text
includeInMainText = skill == nil or skill == '' or subVal.skillID == skill
end
subVal = {subVal}
end
if includeInMainText then
table.insert(mainModText, Constants._getModifierText(modName, subVal))
else
otherModCount = otherModCount + 1
local key = ((maxOtherMods == nil or otherModCount <= maxOtherMods) and 'visible') or 'overflow'
table.insert(modTextArray[key], Constants._getModifierText(modName, subVal))
end
end
end
local overflowModCount = Shared.tableCount(modTextArray['overflow'])
if overflowModCount == 1 then
table.insert(modTextArray['visible'], modTextArray['overflow'][1])
end
local otherModText = {table.concat(modTextArray['visible'], '<br/>')}
if overflowModCount > 1 then
-- Number of other modifiers for the object exceed the specified maximum
table.insert(otherModText, '<br/><span class="mw-collapsible mw-collapsed" ')
table.insert(otherModText, 'data-expandtext="Show ' .. Shared.formatnum(overflowModCount) .. ' more modifiers", data-collapsetext="Hide">')
table.insert(otherModText, table.concat(modTextArray['overflow'], '<br/>') .. '</span>')
end
return table.concat(mainModText, '<br/>'), table.concat(otherModText)
end
local tableArray = {}
--Going through each type of thing to add to the array
local itemList = p.getItemsWithModifier(modifiers, skill, getOpposites)
for i, item in ipairs(itemList) do
local row = {}
row.name = item.name
row.icon = Icons.Icon({item.name, type='item'})
row.type = 'Item'
--For equipment, show the slot they go in
if item.validSlots ~= nil then
row.type = row.type..' ('..table.concat(Shared.clone(item.validSlots), ', ')..')'
end
local totalVal = 0
for i, mod in pairs(modifiers) do
totalVal = totalVal + p.getModifierValue(item.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(item.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local petList = p.getPetsWithModifier(modifiers, skill, getOpposites)
for i, pet in Shared.skpairs(petList) do
local row = {}
row.name = pet.name
row.icon = Icons.Icon({pet.name, type='pet'})
row.type = '[[Pets|Pet]]'
local totalVal = 0
for i, mod in pairs(modifiers) do
totalVal = totalVal + p.getModifierValue(pet.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(pet.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local obstList = p.getObstaclesWithModifier(modifiers, skill, getOpposites)
for i, obst in Shared.skpairs(obstList) do
local row = {}
row.name = obst.name
row.icon = Icons.Icon({'Agility', obst.name, type='skill'})
row.type = '[[Agility#Obstacles|Agility Obstacle '..tostring(tonumber(obst.category)+1)..']]'
local totalVal = 0
for i, mod in pairs(modifiers) do
totalVal = totalVal + p.getModifierValue(obst.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(obst.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local pillarList = p.getPillarsWithModifier(modifiers, skill, getOpposites)
for i, pillar in ipairs(pillarList) do
local row = {}
row.name = pillar.name
row.icon = Icons.Icon({'Agility', pillar.name, type='skill'})
row.type = '[[Agility#Passive Pillars|Agility Pillar]]'
local totalVal = 0
for i, mod in pairs(modifiers) do
totalVal = totalVal + p.getModifierValue(pillar.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(pillar.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local prayerList = p.getPrayersWithModifier(modifiers, skill, getOpposites)
for i, prayer in ipairs(prayerList) do
local row = {}
row.name = prayer.name
row.icon = Icons.Icon({prayer.name, type='prayer'})
row.type = [[Prayer]]
local totalVal = 0
for i, mod in ipairs(modifiers) do
totalVal = totalVal + p.getModifierValue(prayer.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(prayer.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local upgradeList = p.getUpgradesWithModifier(modifiers, skill, getOpposites)
for i, upgrade in ipairs(upgradeList) do
local row = {}
row.name = Shop._getPurchaseName(upgrade)
row.icon = Icons.Icon({row.name, type='upgrade'})
row.type = '[[Shop|Upgrade]]'
local totalVal = 0
for i, mod in pairs(modifiers) do
totalVal = totalVal + p.getModifierValue(upgrade.contains.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(upgrade.contains.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local constellationList = p.getConstellationsWithModifier(modifiers, skill, getOpposites)
for i, cons in ipairs(constellationList) do
local row = {}
row.name = cons.name
row.icon = Icons.Icon({cons.name, type='constellation'})
row.type = '[[Astrology#Constellations|Constellation]]'
row.val = 15 -- Assume highest possible, the range is 1 to 15 inclusive
local modList = Skills._buildAstrologyModifierArray(cons, nil, true, true, true, true)
row.modifierText, row.otherModifiers = getModText(modList)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
-- Special for Township buildings
if townshipBuildingName ~= nil then
local building = Shared.clone(Township._GetBuildingByName(townshipBuildingName))
-- biomeModifiers
for _, biome in ipairs(building.biomeModifiers) do
local biomename = GameData.getEntityByID(GameData.skillData.Township.biomes, biome.biomeID).name
local row = {}
row.name = GameData.getEntityByID(GameData.skillData.Township.biomes, biome.biomeID).name
row.icon = Icons.Icon({row.name, link='Biome', img='Township', type='skill'})
row.type = 'Biome'
row.val = biome.value
local color = biome.value < 0 and 'red' or 'green'
row.modifierText = '<span style="color:'..color..'">'..Shared.numStrWithSign(biome.value)..'% Production for '..townshipBuildingName..'</span>'
row.otherModifiers = ''
table.insert(tableArray, row)
end
-- Education
if #building.provides.resources > 0 then
local row = {}
row.name = 'Education'
row.icon = Icons.Icon({'Education', type='township'})
row.type = 'Township'
row.val = 100
row.modifierText, row.otherModifiers = getModText({increasedTownshipResourceProduction = 100})
table.insert(tableArray, row)
end
end
local buildingList = p.getTownshipBuildingsWithModifier(modifiers, skill, getOpposites)
for i, building in ipairs(buildingList) do
local row = {}
row.name = building.name
row.icon = Icons.Icon({building.name, type='building'})
row.type = 'Building'
local totalVal = 0
for i, mod in pairs(modifiers) do
totalVal = totalVal + p.getModifierValue(building.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(building.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local worshipList = p.getTownshipWorshipsWithModifier(modifiers, skill, getOpposites)
for i, worship in ipairs(worshipList) do
local row = {}
row.name = worship.namePercent
row.icon = Icons.Icon({worship.name, worship.namePercent, img=worship.statueName, type='building'})
row.type = 'Worship'
local totalVal = 0
for i, mod in pairs(modifiers) do
totalVal = totalVal + p.getModifierValue(worship.modifiers, mod, skill, getOpposites)
end
row.val = totalVal
row.modifierText, row.otherModifiers = getModText(worship.modifiers)
if not hasOtherModifiers and string.len(row.otherModifiers) > 0 then
hasOtherModifiers = true
end
table.insert(tableArray, row)
end
local result = '{| class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n!Source!!Type!!'..columnName
if hasOtherModifiers and displayOtherMods then result = result..'!!Other Modifiers' end
--Sort by value if only one modifier was passed in
--Otherwise sort alphabetically by type, then name
table.sort(tableArray, function(a, b)
if modifierCount == 1 and a.val ~= b.val then
return a.val > b.val
elseif a.type ~= b.type then
return a.type < b.type
else
return a.name < b.name
end
end)
for i, row in ipairs(tableArray) do
result = result..'\r\n|-'
result = result..'\r\n|data-sort-value="'..row.name..'"|'..row.icon
result = result..'||'..row.type..'||data-sort-value="'..row.val..'"| '..row.modifierText
if hasOtherModifiers and displayOtherMods then
result = result..'|| '..row.otherModifiers
end
end
result = result..'\r\n|}'
return result
end
function p.getModifierTable(frame)
local modifier = frame.args ~= nil and frame.args[1] or frame[1]
local skill = frame.args ~= nil and frame.args.skill or frame.skill
local columnName = frame.args ~= nil and frame.args[2] or frame[2]
local getOpposites = frame.args ~= nil and frame.args[3] or frame[3]
local displayOtherMods = frame.args ~= nil and frame.args.displayOtherMods or frame.displayOtherMods
local maxOtherMods = frame.args ~= nil and tonumber(frame.args.maxOtherMods) or 5
local townshipBuildingName = frame.args ~= nil and frame.args.townshipBuildingName or frame.townshipBuildingName
if Shared.contains(modifier, ',') then
modifier = Shared.splitString(modifier, ',')
end
if getOpposites ~= nil then
getOpposites = string.upper(getOpposites) ~= 'FALSE'
else
getOpposites = true
end
if displayOtherMods ~= nil then
displayOtherMods = string.upper(displayOtherMods) ~= 'FALSE'
else
displayOtherMods = true
end
return p._getModifierTable(modifier, skill, columnName, getOpposites, displayOtherMods, maxOtherMods, townshipBuildingName)
end
-- Automatically generates the list of modifiers for the target entity
function p.getTownshipModifierTable(frame)
local name = frame.args ~= nil and frame.args[1] or frame[1]
local type = frame.args ~= nil and frame.args.type or frame.type
local modifier = Township.GetModifiers(name, type)
if frame.args == nil then
frame[1] = modifier
else
frame.args[1] = modifier
end
if type == 'building' then
if frame.args == nil then
frame.townshipBuildingName = name
else
frame.args.townshipBuildingName = name
end
end
return p.getModifierTable(frame)
end
return p