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Tag: Reverted
Line 95: Line 95:
local resulting_table = ''
local resulting_table = ''


-- The following nested code creates a series of divs with respective tab toggles for the different modes, maps, and lootdrops in the droprate data.
mw.logObject(droprate_data)
-- The outermost div is for the entire table, and the innermost div is for each specific dungeongrade.
 
-- Create the tabs for the modes in mode_order
resulting_table = resulting_table..create_tabs_from_list(droprate_data["mode_order"],0)
-- Create a div for each specific mode
for i,mode in ipairs(droprate_data["mode_order"]) do -- 4 nodes
resulting_table = resulting_table..'<div class="'.. mode ..'-data">'
mw.log(droprate_data["mode_order"])
 
-- Create the tabs for the maps in in map_order
resulting_table = resulting_table..create_tabs_from_list(droprate_data["map_order"][mode],i)
-- Create div for each specific map
for j,map in ipairs(droprate_data["map_order"][mode]) do -- 1 to 6 nodes
resulting_table = resulting_table..'<div class="'.. map ..'-data">'
 
-- Create the tabs for the lootdrop in lootdrop_order
resulting_table = resulting_table..create_tabs_from_list(droprate_data["lootdrop_order"][mode][map],j)
-- Create a div for each specific dungeongrade
for _,dungeongrade in ipairs(droprate_data["lootdrop_order"][mode][map]) do -- 1 to 6 nodes, example data only has 1 node atm
resulting_table = resulting_table..'<div class="'..dungeongrade..'-data">'
 
-- Create the droprate table for the specific dungeongrade
resulting_table = resulting_table..create_droprate_table(droprate_data, lootdrop_data, dungeongrade, resulting_table)
 
resulting_table = resulting_table..'</div>'
end
resulting_table = resulting_table..'</div>'
end
resulting_table = resulting_table..'</div>'
end


return resulting_table
return resulting_table

Revision as of 00:40, 8 May 2025

Script error: The function "loot_tables" does not exist.


local p = {}

local line_divider = '\n<div class="line" style="margin:5px 0px 5px 0px; background-image:linear-gradient(to right,#0A0A0A,#646464,#0A0A0A)"></div>'

local function create_tab_toggle(tab_id, tab_number, title, content, selected)
	if selected then
		return '<div class="selected-tab tab-toggle tab" data-tabid="'..tab_id..'" data-tab="'..tab_number..'" title="'..title..'">'..content..'</div>'
	else
		return '<div class="tab-toggle tab" data-tabid="'..tab_id..'" data-tab="'..tab_number..'" title="'..title..'">'..content..'</div>'
	end
end

local function create_tabs_from_list(tab_list, tab_number)
	if tab_list == nil then return '' end

	local tab_toggles_html = ''
	for i,mode in ipairs(tab_list) do
		if i == 1 then
			tab_toggles_html = tab_toggles_html..create_tab_toggle(mode, tab_number, mode, mode, true)
		else
			tab_toggles_html = tab_toggles_html..create_tab_toggle(mode, tab_number, mode, mode, false)
		end
	end
	return tab_toggles_html
end

local function dungeongrade_translate(dungeongrade)
	local code = {"Default","Default"}

	if string.find(dungeongrade, "40") then
		code[1] = "HR 225+"
	elseif string.find(dungeongrade, "30") then
		code[1] = "HR 0-224"
	elseif string.find(dungeongrade, "20") then
		code[1] = "LR"
	elseif string.find(dungeongrade, "10") then
		code[1] = "PvE"
	end

	if string.find(dungeongrade, "001") then
		code[2] = "Goblin Caves"
	elseif string.find(dungeongrade, "011") then
		code[2] = "Ice Caverns"
	elseif string.find(dungeongrade, "012") then
		code[2] = "Ice Abyss"
	elseif string.find(dungeongrade, "021") then
		code[2] = "Ruins"
	elseif string.find(dungeongrade, "022") then
		code[2] = "Crypts"
	elseif string.find(dungeongrade, "023") then
		code[2] = "Inferno"
	end

	return code
end

local function round(number, decimalPlaces)
	return tonumber(string.format("%."..(decimalPlaces or 0).."f", number))
end

local function create_droprate_table(droprate_data, lootdrop_data, dungeongrade, resulting_table)
	-- Table header
	resulting_table = resulting_table..'<table cellspacing="0" class="loottable stripedtable sortable jquery-tablesorter mw-collapsible" style="width:100%"><caption>Drop rates</caption>'
		..'<tr><th style="width:5%">Luck grade</th><th style="width:5%">Probability</th><th style="width:5%">Probability per item</th><th style="width:5%">Item count</th></tr>'

	-- Table body
	for _, luckgrade in ipairs(droprate_data[dungeongrade]["luckgrade_order"]) do
		local probability = droprate_data[dungeongrade]["luckgrade"][luckgrade]
		if probability == nil then return "probability for '"..luckgrade.."' not found in droprate data for luckgrade dictionary." end

		local item_count = lootdrop_data["luckgrade"][luckgrade]
		if item_count == nil then return "item_count for '"..luckgrade.."' not found in lootdrop data." end

		-- Table row
		resulting_table = resulting_table.."<tr class='cr"..luckgrade.."'><td><b>"..luckgrade.."</b></td><td><b>"..100*probability.."%</b></td><td><b>"..round(100*probability/item_count,4).."%</b></td><td><b>"..item_count.."</b></td></tr>"
	end

	return resulting_table..'</table></div>'
end

function p.create_droprate_tables(frame)
	local droprate_filename = "Data:Droprate Monsters Bosses.json"
	local lootdrop_filename = "Data:Lootdrop GhostKing.json"

	-- Load lootdrop_filename
	local lootdrop_data = mw.loadJsonData(lootdrop_filename)
	-- Check if lootdrop_data is nil, if so return an error message
	if lootdrop_data == nil then return "Lootdrop data file '"..lootdrop_filename.."' could not be found." end

	-- Load droprate_filename
	local droprate_data = mw.loadJsonData(droprate_filename)
	-- Check if droprate_data is nil, if so return an error message
	if droprate_data == nil then return "Droprate data file '"..droprate_filename.."' could not be found." end

	local resulting_table = ''

	mw.logObject(droprate_data)

	return resulting_table
end

return p