Module:Monsters stats table

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Documentation for this module may be created at Module:Monsters stats table/doc

local p = {}
local findId = require("Module:FindId")
local img = require("Module:Img")
local dataModuleNames = {
    normal = "Module:Monsters stats normal/data",
    dungeon = "Module:Monsters stats dungeon/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 }
}

local loadedDataModules = {}

--
-- Loads data modules
--
-- @param dataType {string}
-- @return {data table}
--
function p.loadData(dataType)
    local moduleName = dataModuleNames[dataType]
    if loadedDataModules[moduleName] == nil then
        loadedDataModules[moduleName] = mw.loadData(moduleName)
    end
    return loadedDataModules[moduleName]
end

-- 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 math.floor(baseThreat)
end

local function genDefensiveTable(monsters, collapsed)
    local defensiveAffinties = {}
    local s = "{|class=\"wikitable sortable mw-collapsible " .. collapsed .. "\" style=\"text-align:center;width:100%\"\n"
    s = s .. "|+ style=\"white-space:nowrap\" |Defensive Affinities\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"], 60 }) .. "\n"
        s = s .. "|style=\"text-align:left\"|[[" .. 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 _, 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, collapsed)
    local offensiveAffinties = {}
    local s = "{|class=\"wikitable sortable mw-collapsible " .. collapsed .. "\" style=\"text-align:center;width:100%\"\n"
    s = s .. "|+ style=\"white-space:nowrap\" |Offensive Affinities\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"], 60 }) .. "\n"
        s = s .. "|style=\"text-align:left\"|[[" .. 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 _, 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 genCombinedTable(monsters, collapsed)
    local offensiveAffinties = {}
    local defensiveAffinties = {}
    local s = "{|class=\"wikitable sortable mw-collapsible " .. collapsed .. "\" style=\"text-align:center;width:100%\"\n"
    s = s .. "|+ style=\"white-space:nowrap\" |Affinities\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 .. "!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"
    -- sep
    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
                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"], 60 }) .. "\n"
        s = s .. "|style=\"text-align:left\"|[[" .. 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 _, 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 .. "| " .. 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 _, 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 collapsed
    local s = ""
    if _args["collapsed"] then
        collapsed = "mw-collapsed"
    else
        collapsed = ""
    end

    for _, value in ipairs(monstersName) do
        table.insert(monsters, p.loadData("normal")[tostring(findId._findId({ value, "monster" }))])
        table.insert(monsters, p.loadData("dungeon")[tostring(findId._findId({ value, "monster" }))])
    end
    if monsters == nil then
        return "no monster match"
    end
    if style == "defensive" then
        return genDefensiveTable(monsters, collapsed)
    elseif style == "offensive" then
        return genOffensiveTable(monsters, collapsed)
    elseif style == "combined" then
        return genCombinedTable(monsters, collapsed)
    else
        return "wrong style"
    end
end

return p