Module:Monsters stats table
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local p = {}
local findId = require("Module:FindId")
local img = require("Module:Img")
local monsters_stats = mw.loadData("Module:Monsters stats/data")
local defaultAffinities = {
{Melee = 1},
{Magic = 1},
{Range = 1},
{Piercing = 1},
{Blunt = 1},
{Slashing = 1},
{Fire = 1},
{Ice = 1},
{Nature = 1},
{Chaos = 1},
{Posion = 1},
{Lightning = 1}
}
-- Convert from CSV string to table (converts a single line of a CSV file)
local function fromCSV(s)
s = s .. ',' -- ending comma
local t = {} -- table to collect fields
local fieldstart = 1
repeat
local nexti = string.find(s, ',', fieldstart)
table.insert(t, string.sub(s, fieldstart, nexti - 1))
fieldstart = nexti + 1
until fieldstart > string.len(s)
return t
end
local function pairsByKeys(t, f)
local a = {}
local orgi_key_type
local orgi_key_numbered
for n in pairs(t) do
if tonumber(n) == nil then
table.insert(a, n)
orgi_key_type = "word"
elseif type(n) == "number" then
table.insert(a, n)
orgi_key_type = "int"
elseif type(n) == "string" and type(tonumber(n) == "number") then
orgi_key_type = "number"
table.insert(a, tonumber(n))
end
end
table.sort(a, f)
local key
local value
local i = 0 -- iterator variable
local iter = function() -- iterator function
i = i + 1
if a[i] == nil then
return nil
elseif orgi_key_type == "word" or orgi_key_type == "int" then
key = a[i]
value = t[a[i]]
elseif orgi_key_type == "number" then
key = tostring(a[i])
value = t[tostring(a[i])]
end
return key, value
end
return iter
end
local function calcThreat(monster)
local damageThreat = 2
local weaponThreat = 3
local armorThreat = 5
local attackSpeedThreat = 3
local attackSpeedThreatLevel = 2.4 / monster.attackSpeed
local attackSpeedThreatFinal = attackSpeedThreatLevel * attackSpeedThreat
local potentialDamageThreatFinal =
(monster.attack +
monster.strength +
monster.magic +
monster.range) *
damageThreat
local weaponThreatFinal =
(monster.weapon.dexterity +
monster.weapon.intellect +
monster.weapon.strength) *
weaponThreat
local targetArmorRating =
monster.armor.protection +
monster.armor.resistance +
monster.armor.agility * 1.5
local armorThreatFinal = (targetArmorRating + monster.defense * 10) * armorThreat
local baseThreat = (potentialDamageThreatFinal + weaponThreatFinal) * attackSpeedThreatFinal + armorThreatFinal
return baseThreat
end
local function genDefensiveTable(monsters)
local defensiveAffinties = {}
local s = "{|class=\"wikitable sortable hover-highlight\" style=\"text-align:center\"\n"
s = s .. "!rowspan=2 colspan=2|Monster\n"
s = s .. "!rowspan=2|Base<br/>Threat\n"
s = s .. "!rowspan=2|Crit<br/>Avoidance\n"
s = s .. "!rowspan=2|Crit<br/>Reduction\n"
s = s .. "!colspan=12 style=\"text-align:center\"|Affinities\n"
s = s .. "|-\n"
s = s .. "![[File:Melee splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Magic splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Range splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Stab splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Crush splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Slash splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Fire_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Ice_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Nature_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Chaos_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Poison_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Lightning_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "|-\n"
for _, monster in ipairs(monsters) do
for index, value in pairsByKeys(defaultAffinities) do
for affinity, affinityValue in pairs(value) do
if monster.defensiveDamageAffinity[affinity] then
defensiveAffinties[index] = {affinity = monster.defensiveDamageAffinity[affinity]}
else
defensiveAffinties[index] = {affinity = affinityValue}
end
end
end
s = s .. "|" .. img._img({monster["name"],42}) .. "\n"
s = s .. "|style=\"text-align:right\"|[[" .. monster["name"] .. "]]\n"
s = s .. "| " .. calcThreat(monster) .. "\n"
s = s .. "|" .. tostring(monster.defensiveCritical.chance * 100) .. "%\n"
s = s .. "|" .. tostring(monster.defensiveCritical.damageMultiplier * 100) .. "%\n"
for _, value in pairsByKeys(defensiveAffinties) do
for affinity, affinityValue in pairs(value) do
if affinityValue > 1 then
s = s .. "|<span style=\"color:#4caf50\">" .. tonumber((affinityValue - 1) * 100) .. "%<span/>\n"
elseif affinityValue == 1 then
s =s .. "|" .. tonumber((affinityValue - 1) * 100) .. "%\n"
else
s = s .. "|<span style=\"color:#f44336\">" .. tonumber((affinityValue - 1) * 100) .. "%<span/>\n"
end
end
end
s = s .. "|-\n"
end
s = s .. "|}"
return s
end
local function genOffensiveTable(monsters)
local offensiveAffinties = {}
local s = "{|class=\"wikitable sortable hover-highlight\"\n"
s = s .. "!rowspan=2 colspan=2|Monster\n"
s = s .. "!rowspan=2|Crit<br/>Chance\n"
s = s .. "!rowspan=2|Crit<br/>Multiplier\n"
s = s .. "!colspan=12 style=\"text-align:center\"|Affinities\n"
s = s .. "|-\n"
s = s .. "![[File:Melee splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Magic splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Range splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Stab splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Crush splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Slash splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Fire_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Ice_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Nature_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Chaos_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Poison_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "![[File:Lightning_splash.png|20px|link=Combat#Affinities]]\n"
s = s .. "|-\n"
for _, monster in ipairs(monsters) do
for index, value in pairsByKeys(defaultAffinities) do
for affinity, affinityValue in pairs(value) do
if monster.offensiveDamageAffinity[affinity] then
offensiveAffinties[index] = {affinity = monster.offensiveDamageAffinity[affinity]}
else
offensiveAffinties[index] = {affinity = affinityValue}
end
end
end
s = s .. "|" .. img._img({monster["name"],42}) .. "\n"
s = s .. "|style=\"text-align:right\"|[[" .. monster["name"] .. "]]\n"
s = s .. "|" .. tostring(monster.offensiveCritical.chance * 100) .. "%\n"
s = s .. "|" .. tostring(monster.offensiveCritical.damageMultiplier * 100) .. "%\n"
for _, value in pairsByKeys(offensiveAffinties) do
for affinity, affinityValue in pairs(value) do
if affinityValue > 1 then
s = s .. "|<span style=\"color:#4caf50\">" .. tonumber((affinityValue - 1) * 100) .. "%<span/>\n"
elseif affinityValue == 1 then
s =s .. "|" .. tonumber((affinityValue - 1) * 100) .. "%\n"
else
s = s .. "|<span style=\"color:#f44336\">" .. tonumber((affinityValue - 1) * 100) .. "%<span/>\n"
end
end
end
s = s .. "|-\n"
end
s = s .. "|}"
return s
end
function p.monsters_stats_table(frame)
return p._monsters_stats_table(frame:getParent().args)
end
function p._monsters_stats_table(_args)
local monstersName = fromCSV(_args[1])
local monsters = {}
local style = _args[2]
local s = ""
for _, value in ipairs(monstersName) do
table.insert(monsters, monsters_stats[tostring(findId._findId({ value, "monster" }))])
end
if style == "defensive" then
return genDefensiveTable(monsters)
elseif style == "offensive" then
return genOffensiveTable(monsters)
else
return "wrong style"
end
end
return p