Module:Attacks/Tables

From Melvor Idle

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 Icons = require('Module:Icons')
local Items = require('Module:Items')
local Monsters = require('Module:Monsters')
local Magic = require('Module:Magic')
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

	-- Compile a list of monsters, items, spells, etc. for each included attack
	for i, spAtt in ipairs(attacks) do
		-- Monsters
		if includeCat['Monster'] then
			for j, monsterID in ipairs(spAtt.monsters) do
				local monster = Monsters.getMonsterByID(monsterID)
				local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
				local attChance = spAtt.defaultChance
				if overrideChance then
					local attIdx = nil
					for k, monsterAttack in ipairs(monster.specialAttacks) do
						local attID = (type(monsterAttack) == 'table' and monsterAttack.id) or monsterAttack
						if spAtt.id == attID then
							attIdx = k
							break
						end
					end
					if attIdx ~= nil then
						attChance = monster.overrideSpecialChances[attIdx]
					end
				end

				table.insert(spAttTable, { idx = i, source = 'Monster', sourceSort = monster.name, sourceText = Icons.Icon({ monster.name, type = 'monster' }), chance = attChance, descType = 'monster' })
			end
		end

		-- Items/Weapons
		if includeCat['Item'] then
			for j, itemID in ipairs(spAtt.items) do
				local item = Items.getItemByID(itemID)
				if item ~= nil then
					table.insert(spAttTable, { idx = i, source = 'Weapon', sourceSort = item.name, sourceText = Icons.Icon({ item.name, type = 'item' }), chance = spAtt.defaultChance, descType = 'player' })
				end
			end
		end

		-- Spells
		if includeCat['Spell'] then
			for j, spellID in ipairs(spAtt.spells) do
				local spell = Magic.getSpellByID(spellID[1], spellID[2])
				table.insert(spAttTable, { idx = i, source = 'Spell', sourceSort = spell.name, sourceText = Icons.Icon({ spell.name, type = 'spell' }), chance = spAtt.defaultChance, descType = 'player' })
			end
		end
	end

	-- Summoning familiars. Any effects inflicted by combat familiars aren't actually special
	-- attacks, therefore the handling here is a bit different and outside of the above attack loop
	if includeCat['Familiar'] then
		local famIdx = Shared.tableCount(attacks) + 1
		local familiars = Items.getItems(function(item)
			if item.type == 'Familiar' and Items._getItemStat(item, 'summoningMaxhit') ~= nil and item.modifiers ~= nil then
				local famAttack = { prehitEffects = {}, onhitEffects = { { type = 'Modifier', subtype = 'Familiar', modifiers = item.modifiers } } }
				if effectDefn == nil then
					return Shared.tableCount(Attacks.getAttackEffects(famAttack)) > 0
				else
					return Attacks.attackHasEffect(famAttack, effectDefn)
				end
			end
			return false
		end)
		for j, 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, { idx = famIdx, 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] = { name = familiar.name .. ' (Familiar)', description = { player = famDesc } }
			famIdx = famIdx + 1
		end
	end

	-- Nothing to output if there are no row definitions
	if Shared.tableCount(spAttTable) == 0 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 = { 'idx', '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 idx, dt, chance = rowDefn.idx, rowDefn.descType, rowDefn.chance
		if rowCounts[idx] == nil then
			rowCounts[idx] = { rows = 0 }
		end
		if rowCounts[idx][dt] == nil then
			rowCounts[idx][dt] = { rows = 0 }
		end
		if rowCounts[idx][dt][chance] == nil then
			rowCounts[idx][dt][chance] = 0
		end
		rowCounts[idx]['rows'] = rowCounts[idx]['rows'] + 1
		rowCounts[idx][dt]['rows'] = rowCounts[idx][dt]['rows'] + 1
		rowCounts[idx][dt][chance] = rowCounts[idx][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 = { idx = true, descType = true, chance = true }
	local prevRowVal = { idx = 0, descType = '', chance = 0 }
	local resetOnChange = {
		idx = { 'idx', 'descType', 'chance' },
		descType = { 'descType', 'chance' },
		chance = { 'chance' }
	}
	local rowSuffix = ''
	for i, spAttRow in ipairs(spAttTable) do
		local spIdx = spAttRow.idx
		local spAtt = 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.idx 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'][spAttRow.descType]
			--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)
		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