Anonymous

Module:Skills/Gathering: Difference between revisions

From Melvor Idle
_buildAstrologyModifierArray: Further fixes to key/value pair return value
(_buildAstrologyModifierArray: Add option to return standard modifier key/value pairs)
(_buildAstrologyModifierArray: Further fixes to key/value pair return value)
Line 739: Line 739:
local addToArray = function(modArray, modNew)
local addToArray = function(modArray, modNew)
if not isDistinct or (isDistinct and not containsMod(modArray, modNew)) then
if not isDistinct or (isDistinct and not containsMod(modArray, modNew)) then
if asKeyValue then
table.insert(modArray, modNew)
if modArray[modNew[1]] == nil then
modArray[modNew[1]] = { modNew[2] }
else
table.insert(modArray[modNew[1]], modNew[2])
end
else
table.insert(modArray, modNew)
end
end
end
end
end
local modArray = {}
local modArray = {}
local isSkillMod = {}
-- Standard modifiers
-- Standard modifiers
if includeStandard then
if includeStandard then
Line 760: Line 753:
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
-- Check if modifier varies by skill, and amend the modifier value accordingly
-- Check if modifier varies by skill, and amend the modifier value accordingly
local modVal = (Shared.contains(modText, '{SV0}') and {skillID, modValue}) or modValue
local modVal = modValue
if Shared.contains(modText, '{SV0}') then
isSkillMod[modName] = true
modVal = {skillID, modValue}
end
addToArray(modArray, {modName, modVal})
addToArray(modArray, {modName, modVal})
end
end
Line 779: Line 776:
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
if Shared.contains(modText, '{SV0}') then
if Shared.contains(modText, '{SV0}') then
isSkillMod[modName] = true
-- Check which skills the current modifier can be used for
-- Check which skills the current modifier can be used for
for j, skillID in ipairs(cons.skills) do
for j, skillID in ipairs(cons.skills) do
Line 791: Line 789:
end
end
return modArray
if asKeyValue then
local modArrayKV = {}
for i, modDefn in ipairs(modArray) do
local modName, modVal = modDefn[1], modDefn[2]
local isSkill = isSkillMod[modName]
if modArrayKV[modName] == nil then
modArrayKV[modName] = (isSkill and { modVal } or modVal)
elseif isSkill then
table.insert(modArrayKV[modName], modVal)
else
modArrayKV[modName] = modArrayKV[modName] + modVal
end
end
return modArrayKV
else
return modArray
end
end
end