Module:GolbinRaid

From Melvor Idle

Documentation for this module may be created at Module:GolbinRaid/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')

function p.getCrateContents(frame)
	local weightDesc = {
		[1] = 'Bugged Rare',
		[4] = 'Ultra Rare',
		[10] = 'Rare',
		[20] = 'Uncommon',
		[35] = 'Common'
	}

	local resultTable = mw.html.create('table')
	resultTable:addClass('wikitable'):addClass('stickyHeader'):addClass('sortable')
	resultTable:tag('tr'):addClass('headerRow-0')
		:tag('th'):attr('colspan', 2):wikitext('Item'):done()
		:tag('th'):attr('colspan', 2):wikitext('Rarity'):done()
		:tag('th'):wikitext('Slots'):done()
		:tag('th'):wikitext('Description'):done()

	local sortFunc = function(t, a, b)
		if t[a].weight == t[b].weight then
			return t[a].itemID < t[b].itemID
		else
			return t[a].weight > t[b].weight
		end
	end

	for i, crateEntry in Shared.spairs(GameData.rawData.golbinRaid.crateItems, sortFunc) do
		local item = Items.getItemByID(crateEntry.itemID)
		if item ~= nil then
			-- Generate slot list text
			local slotText = {}
			for j, slot in ipairs(item.validSlots) do
				if slot == 'Weapon' and item.attackType ~= nil then
					local iconType = nil
					if item.attackType ~= 'melee' then
						iconType = 'skill'
					end
					table.insert(slotText, slot .. ' (' .. Icons.Icon({Shared.titleCase(item.attackType), type=iconType, notext=true}) .. ')')
				else
					table.insert(slotText, slot)
				end
			end

			-- Generate description text
			local descText = ''
			if item.description ~= nil then
				-- If the item has a description, simply use that
				descText = item.description
			elseif type(item.specialAttacks) == 'table' then
				-- If the item has special attacks, use those
				local spAttText = {}
				for j, spAttID in ipairs(item.specialAttacks) do
					local spAtt = GameData.getEntityByID('attacks', spAttID)
					if spAtt ~= nil then
						table.insert(spAttText, '<b>' .. spAtt.name .. ' (' .. Shared.round(spAtt.defaultChance, 2, 0) .. '%)</b> - ' .. spAtt.description)
					end
				end
				descText = table.concat(spAttText, '<br/>')
			end

			-- Build row & append to table
			local tr = mw.html.create('tr')
			tr:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true}))
			tr:tag('td'):wikitext(Icons.Link({item.name, type='item'}))
			tr:tag('td')
				:attr('data-sort-value', crateEntry.weight)
				:wikitext(weightDesc[crateEntry.weight] or '')
			tr:tag('td'):wikitext(crateEntry.weight)
			tr:tag('td'):wikitext(table.concat(slotText, ', '))
			tr:tag('td'):wikitext(descText)
			resultTable:node(tr)
		end
	end
	return tostring(resultTable)
end

function p.getRaidModifierList()
	local modList = {}
	for i, modDet in ipairs(GameData.rawData.golbinRaid.possibleModifiers) do
		local baseName, modText, isNeg, modifyValue = Constants.getModifierDetails(modDet.key)
		if modList[baseName] == nil then
			local modVal = {1, 5}
			local mult = modDet.multiplier
			if mult ~= nil then
				modVal = {modVal[1] * mult, modVal[2] * mult}
			end
			modText = Constants._getModifierText(modDet.key, modVal, false)
			modList[baseName] = {modText, ["ord"] = i, ["mods"] = 1}
		else
			modList[baseName]["mods"] = modList[baseName]["mods"] + 1
		end
	end

	local resultTable = mw.html.create('table')
	resultTable
		:addClass('wikitable'):addClass('stickyHeader'):addClass('sortable')
		:addClass('mw-collapsible'):addClass('mw-collapsed')
	resultTable:tag('tr'):addClass('headerRow-0')
		:tag('th'):attr('style', 'min-width:400px'):wikitext('Modifier'):done()
	
	local sortFunc = function(t, a, b) return t[a].ord < t[b].ord end
	for baseName, modDet in Shared.spairs(modList, sortFunc) do
		local modText = modDet[1]
		if modDet['mods'] > 1 then
			local replPat = '[+-]'
			modText = string.gsub(modDet[1], replPat, '+/-', 2)
		end
		resultTable:tag('tr')
			:tag('td'):wikitext(modText):done()
	end

	return tostring(resultTable)
end

return p