Module:Sandbox/SkillTree
From Melvor Idle
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
-- Helper function to calculate the level of each node
local function calculateNodeLevels(nodes)
local levels = {}
local function findLevel(node, currentLevel)
-- Set level for the node if it's not already set
if not levels[node.name] then
levels[node.name] = currentLevel
else
levels[node.name] = math.max(levels[node.name], currentLevel)
end
-- Recursively set level for child nodes
if node.children then
for _, child in ipairs(node.children) do
findLevel(child, currentLevel + 1)
end
end
end
-- Start with nodes that have no parents (root nodes)
for _, node in ipairs(nodes) do
if not node.parents or #node.parents == 0 then
findLevel(node, 0) -- Root nodes start at level 0
end
end
return levels
end
-- Calculate levels for each node
local nodeLevels = calculateNodeLevels(skillNodes)
-- Constants for layout
local baseX = 500 -- Start X position (center 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)
-- Count nodes per level for horizontal positioning
local nodesPerLevel = {}
for nodeName, level in pairs(nodeLevels) do
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)
-- Track positions for each node
local nodePositions = {}
-- Position each node dynamically
for _, node in ipairs(skillNodes) do
local level = nodeLevels[node.name]
local nodesAtThisLevel = nodesPerLevel[level]
local indexInLevel = nodesAtThisLevel
-- Calculate X and Y positions for this node
local xPos = baseX + (indexInLevel - nodesAtThisLevel / 2) * horizontalSpacing
local yPos = baseY + level * verticalSpacing
-- Store node position for 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