From Dark and Darker Wiki
(Making loottable data ids unique per mode/map) |
(Merged loot drop and drop rate tables into one. Using static data file strings at the moment. That still needs work.) |
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--[[ | |||
Terminology: | |||
- Dungeon: A specific area in the game where players can explore and fight monsters. Synonymous with "queue". | |||
- Dungeon grade: A numeric code representing a specific dungeon mode and map combination. | |||
- Mode: The type of dungeon, such as PvE or LR or HR. | |||
- Map: The specific area within the dungeon, such as Goblin Caves or Ice Cavern. | |||
- Loot table: A combination of loot drop and drop rate data and roll count | |||
- Loot drop table: A collection of items and the rarity therein that can be rolled for a loot table. | |||
- Drop rate table: Contains the rates at which certain luck grades are rolled. | |||
- Luck grade: A property which determines which items are rolled from within the loot drop table. | |||
- Roll count: The number of times the loot table is rolled. | |||
- Loot drop group: table of all the loot tables for each specific dungeon grade. It also contains loot drop tables and drop rate tables. | |||
For an easier time following the code, the functions each have a docstring. | |||
Use Lua by Sumneko on VSCode to view workspace function signatures and type hints. | |||
#TODO | |||
Build proper pipeline for going from {{PAGENAME}} to what is currently in p.main() | |||
Currently spawner files are assumed rather than being determiend through module arguments | |||
Need to add functions to hanfle Monster.json -> Spawner... -> LootDropGroup | |||
Clean up the code in p.main(). It can use some compartmentalization. Don't think it needs to be split into multiple functions, but at least better comments. | |||
]]-- | |||
local p = {} | local p = {} | ||
local utils = require("Module:Utilities") | |||
local function | -- Convert one two strings to a numeric code. Note that the strings are concatenated, so the order matters | ||
local | -- - @param a: string, optional, associated with either a mode or a map string | ||
[ | -- - @param b: string, optional, associated with either a mode or a map string | ||
[ | -- - @return: string, number representing the dungeon mode or map or both | ||
[ | -- - - e.g. ("") -> "" | ||
-- - - e.g. ("Gibberish") -> "" | |||
[ | -- - - e.g. ("PvE") -> "10" | ||
-- - - e.g. ("Goblin Caves") -> "01" | |||
[ | -- - - e.g. ("PvE","Goblin Caves") -> "1001" | ||
local function interpret_dungeon_strings(a,b) | |||
[ | local modes = { | ||
["Default"] = "0", | |||
["PvE"] = "10", | |||
["LR 0-124"] = "20", | |||
["LR 125+"] = "21", | |||
["HR 0-224"] = "30", | |||
["HR 225+"] = "40" | |||
} | } | ||
if | local maps = { | ||
return | ["Default"] = "0", | ||
["Goblin Caves"] = "01", | |||
["Ice Cavern"] = "11", | |||
["Ice Abyss"] = "12", | |||
["Ruins"] = "21", | |||
["Crypts"] = "22", | |||
["Inferno"] = "23" | |||
} | |||
-- Convert the input strings to their corresponding numeric codes, if they exist | |||
a = modes[tostring(a)] or maps[tostring(a)] | |||
b = modes[tostring(b)] or maps[tostring(b)] | |||
-- If strings weren't matched, default to empty strings instead of nil | |||
if a == nil then a = '' end | |||
if b == nil then b = '' end | |||
-- Default cases cannot be paired with other modes or maps, so return "0" if either is "Default" | |||
if a == "Default" or b == "Default" then | |||
return "0" | |||
else | else | ||
return | return a..b | ||
end | |||
end | |||
-- Convert a numeric dungeon grade to its corresponding mode and map strings | |||
-- - @param grade: integer - represents a specific map of a dungeon mode | |||
-- - @return: string, string - pair of strings corresponding to the mode and map | |||
-- - - e.g. (0) -> "Default", "Default" | |||
-- - - e.g. (4023) -> "HR 225+", "Inferno" | |||
local function interpret_dungeon_grade(dungeon_grade) | |||
local dungeon_grades = { | |||
["0"] = {"Default","Default"}, | |||
["1001"] = {"PvE","Goblin Caves"}, | |||
["1011"] = {"PvE","Ice Cavern"}, | |||
["1012"] = {"PvE","Ice Abyss"}, | |||
["1021"] = {"PvE","Ruins"}, | |||
["1022"] = {"PvE","Crypts"}, | |||
["1023"] = {"PvE","Inferno"}, | |||
["2001"] = {"LR 0-124","Goblin Caves"}, | |||
["2011"] = {"LR 0-124","Ice Cavern"}, | |||
["2012"] = {"LR 0-124","Ice Abyss"}, | |||
["2021"] = {"LR 0-124","Ruins"}, | |||
["2022"] = {"LR 0-124","Crypts"}, | |||
["2023"] = {"LR 0-124","Inferno"}, | |||
["2101"] = {"LR 125+","Goblin Caves"}, | |||
["2111"] = {"LR 125+","Ice Cavern"}, | |||
["2112"] = {"LR 125+","Ice Abyss"}, | |||
["2121"] = {"LR 125+","Ruins"}, | |||
["2122"] = {"LR 125+","Crypts"}, | |||
["2123"] = {"LR 125+","Inferno"}, | |||
["3001"] = {"HR 0-224","Goblin Caves"}, | |||
["3011"] = {"HR 0-224","Ice Cavern"}, | |||
["3012"] = {"HR 0-224","Ice Abyss"}, | |||
["3021"] = {"HR 0-224","Ruins"}, | |||
["3022"] = {"HR 0-224","Crypts"}, | |||
["3023"] = {"HR 0-224","Inferno"}, | |||
["4001"] = {"HR 225+","Goblin Caves"}, | |||
["4011"] = {"HR 225+","Ice Cavern"}, | |||
["4012"] = {"HR 225+","Ice Abyss"}, | |||
["4021"] = {"HR 225+","Ruins"}, | |||
["4022"] = {"HR 225+","Crypts"}, | |||
["4023"] = {"HR 225+","Inferno"} | |||
} | |||
if dungeon_grade == nil or dungeon_grades[dungeon_grade] == nil then | |||
return dungeon_grades["0"][1], dungeon_grades["0"][2] | |||
end | end | ||
return dungeon_grades[dungeon_grade][1], dungeon_grades[dungeon_grade][2] | |||
end | end | ||
local function | |||
-- Interpret a list of dungeon grades and return the corresponding tree | |||
-- - @param dungeon_grades: table of numeric grades representing dungeon strings | |||
-- - - Example: {1001, 2001, 4023} | |||
-- - @return: table, a tree structure with modes and maps | |||
-- - - Example: {["mode_order"] = {"PvE"}, ["PvE"] = {["map_order"] = {"Goblin Caves", "Ice Cavern"}, ["Goblin Caves"] = true, ["Ice Cavern"] = true}} | |||
local function interpret_dungeon_grades(ordered_dungeon_grades) | |||
if ordered_dungeon_grades == nil then return {} end | |||
local tree = {} | |||
tree.order = {} | |||
for _,dungeon_grade in ipairs(ordered_dungeon_grades) do | |||
local mode,map = interpret_dungeon_grade(dungeon_grade) | |||
if tree[mode] == nil then | |||
tree[mode] = {} | |||
tree[mode].order = {} | |||
table.insert(tree.order,mode) | |||
end | |||
if tree[mode][map] == nil then | |||
tree[mode][map] = true | |||
table.insert(tree[mode].order,map) | |||
end | |||
end | |||
return tree | |||
end | |||
-- Create a div header with a class based on the id and an optional display argument | |||
-- - @param id: string, represents the id of the div | |||
-- - @param is_displayed: boolean, indicates whether the div should be displayed or hidden | |||
-- - @return: string, the HTML div header | |||
-- - - e.g. '\<div class="0-data" style="display:none;">' or '\<div class="0-data"> | |||
local function create_div_header(id_prefix, id, is_displayed) | |||
local interpretation = interpret_dungeon_strings(id) | |||
if interpretation == '' then interpretation = id end | |||
if is_displayed then | if is_displayed then | ||
return '<div class="'.. | return '<div class="'..id_prefix..interpretation..'-data">' | ||
else | else | ||
return '<div class="'.. | return '<div class="'..id_prefix..interpretation..'-data" style="display:none;">' | ||
end | end | ||
end | end | ||
local function create_tab_toggle( | |||
if | -- Create a tab toggle element with a specific id, number, and content | ||
return '<div class="selected-tab tab-toggle tab" data-tabid="'.. | -- - @param data_tabid: string, determines which class to toggle when the toggle is clicked | ||
-- - @param data_tab: string, determines the toggle group, among which only one can be selected at a time | |||
-- - @param content: string, the content of the tab toggle | |||
-- - @param selected_tab: boolean, if true, the tab will be displayed as selected | |||
-- - @return: string, the HTML tab toggle element | |||
-- - - Example: \<div class="selected-tab tab-toggle tab" data-tabid="0" data-tab="PvE">PvE\</div> | |||
local function create_tab_toggle(data_tab_id, data_tab, content, selected_tab) | |||
if selected_tab then | |||
return '<div class="selected-tab tab-toggle tab" data-tabid="'..data_tab_id..'" data-tab="'..data_tab..'">'..content..'</div>' | |||
else | else | ||
return '<div class="tab-toggle tab" data-tabid="'.. | return '<div class="tab-toggle tab" data-tabid="'..data_tab_id..'" data-tab="'..data_tab..'">'..content..'</div>' | ||
end | end | ||
end | end | ||
local function | |||
-- Create tab toggles from a list of tabs. | |||
-- - @param tab_list: table containing the content of the tabs. | |||
-- - - e.g. {"PvE", "LR 0-124", "LR 125+", "HR 0-224", "HR 225+"}. | |||
-- - - e.g. {"Goblin Caves", "Ice Cavern", "Ice Abyss", "Ruins", "Crypts", "Inferno"}. | |||
-- - @param tab_id: string, the id of the tab toggle group. | |||
-- - - e.g. "0" for the first level of tabs. | |||
-- - - e.g. "1" for the second level, or 11 for second level in the first group. | |||
local function create_tabtoggles_from_list(tab_list, tab_id) | |||
if tab_list == nil then return '' end | if tab_list == nil then return '' end | ||
local | local wikitext = '' | ||
for i,tab in ipairs(tab_list) do | for i,tab in ipairs(tab_list) do | ||
if | local interpretation = interpret_dungeon_strings(tab) | ||
if interpretation == '' then interpretation = tab end | |||
wikitext = wikitext..create_tab_toggle(tab_id, tab_id..interpretation, tab, i==1) | |||
end | end | ||
return | |||
return wikitext | |||
end | end | ||
local function round(number, | |||
return tonumber(string.format("%."..( | -- Round a number to a specified decimal place value | ||
local function round(number, decimal_places) | |||
return tonumber(string.format("%."..(decimal_places or 0).."f", number)) | |||
end | end | ||
-- Create a drop rate table from drop rate data and loot drop item counts | |||
-- - @param drop_rate_data: table, contains drop rate data keyed by luck grade | |||
-- - @param loot_drop_item_counts: table, contains item counts keyed by luck grade | |||
-- - @return: string, the HTML drop rate table | |||
local function create_droprate_table(drop_rate_data, loot_drop_item_counts) | |||
-- Table header | -- Table header | ||
local droprate_table = '<table cellspacing="0" class="loottable stripedtable sortable jquery-tablesorter mw-collapsible" style="width:100%"><caption>Drop rates</caption>' | local droprate_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>' | ..'<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 | -- Table body | ||
for | for luckgrade = 1,8 do | ||
local probability = | local probability = drop_rate_data[luckgrade] | ||
local item_count = | local item_count = loot_drop_item_counts[luckgrade] | ||
-- Table row | if probability ~= nil and item_count ~= nil then | ||
-- Table row | |||
droprate_table = droprate_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 | |||
end | end | ||
return droprate_table..'</table>' | return droprate_table..'</table><br>' | ||
end | end | ||
-- | -- Get the loot drop rate ids for a specific dungeon grade | ||
local | -- - @param loot_drop_groups: table, contains loot drop groups keyed by dungeon grade | ||
-- - @param dungeon_grade: integer, represents the dungeon grade | |||
-- - @return: table, contains loot drop rate ids keyed by numerical order | |||
local function get_drop_rate_ids(loot_drop_groups, dungeon_grade) | |||
-- Get the loot table ids for a specific dungeon code | |||
local drop_rate_ids = {} | |||
for _, loot_table in ipairs(loot_drop_groups[dungeon_grade]) do | |||
table.insert(drop_rate_ids, loot_table.drop_rate_id) | |||
end | |||
return drop_rate_ids | |||
end | |||
-- Get the luck grades for a specific drop rate table | |||
-- - @param drop_rate_table: table, contains drop rate data keyed by luck grade | |||
-- - @return: table, contains luck grades keyed by their numeric value | |||
local function get_luck_grades(drop_rate_table) | |||
-- Get the luck grades for a specific drop rate table | |||
local luck_grades = {} | |||
for i = 1,8 do | |||
if drop_rate_table[i] then | |||
luck_grades[i]=true | |||
end | |||
end | |||
return luck_grades | |||
end | |||
-- Create a loot table from loot drop and drop rate data | |||
-- - @param items: table, contains item data keyed by item name | |||
-- - - e.g. {["Unobtainium Ore"] = {{luck_grade = 9, rarity = 9, count = 2}, {luck_grade = 9, rarity = 9, count = 10}}, | |||
-- ["Mithril Ore"] = {{luck_grade = 8, rarity = 8, count = 1}, {luck_grade = 8, rarity = 8, count = 8}}} | |||
for | -- - @param luck_grades: table, contains luck grades keyed by their numeric value | ||
-- - - e.g. {1=true, 2=true, 3=true, 4=true, 5=true, 6=true, 7=true, 8=true} | |||
-- - @return: string, the HTML loot table | |||
local function create_loot_table(items,luck_grades) | |||
local resulting_table = '<table cellspacing="0" class="loottable stripedtable sortable jquery-tablesorter mw-collapsible" style="width:100%">' | |||
resulting_table = resulting_table.. | ..'<caption>Loot Table </caption>' | ||
..'<tr><th style="width:5%">Name</th><th style="width:5%">Luck Grade</th><th style="width:5%">Rarity</th><th style="width:5%">Item Count</th></tr>' | |||
-- Create body of table | |||
-- For each item: name, luck grade, rarity, count | |||
for item_name, item_data in pairs(items) do | |||
-- Count the number of records for this item | |||
local rowspan = 0 | |||
for _,item_record in ipairs(item_data) do | |||
if luck_grades[item_record.luck_grade] then rowspan = rowspan + 1 end | |||
end | |||
-- Track how many rows have been created for this item; this is typically a subset of the entire record array | |||
local record_row_index = 1 | |||
-- Iterate each record in the item data | |||
for _, item_record in ipairs(item_data) do | |||
if luck_grades[item_record.luck_grade] then | |||
local luck_grade = item_record.luck_grade | |||
local rarity_num = item_record.rarity | |||
local item_count = item_record.count | |||
local rarity_name = utils.rarity_num_to_name(rarity_num) | |||
if rarity_name == nil then return "rarity_num of '" .. rarity_num .. "' was converted to a nil rarity_name." end | |||
-- the first record's td must span all records rows | |||
local rowspan_td_cell = "" | |||
if record_row_index == 1 and rowspan > 1 then | |||
rowspan_td_cell = "<td rowspan='" .. rowspan .. "'>" | |||
elseif record_row_index == 1 then | |||
rowspan_td_cell = "<td>" -- no rowspan needed for items with only one record | |||
end | |||
-- If this is the first record, create the td element containing the iconbox | |||
if record_row_index == 1 then | |||
rowspan_td_cell = rowspan_td_cell | |||
.."<div class='iconbox'>" | |||
.."<div class='rarity"..rarity_num.." rounded relative'>" | |||
.."[[File:"..item_name..".png|x80px|link="..item_name.."]]" | |||
.."</div>" | |||
.."[["..item_name.."]]" | |||
.."</div>" | |||
.."</td>" | |||
end | |||
resulting_table = resulting_table | |||
.."<tr>" | |||
..rowspan_td_cell | |||
.."<td class='cr"..luck_grade.."'><b>"..luck_grade.."</b></td>" | |||
.."<td class='cr"..rarity_num.."'><b>"..rarity_name.."</b></td>" | |||
.."<td>"..item_count.."</td>" | |||
.."</tr>" | |||
record_row_index = record_row_index + 1 | |||
end | end | ||
end | end | ||
end | end | ||
return resulting_table | return resulting_table..'</table><br>' | ||
end | |||
-- Create tables of drop rates for a specific loot drop group. | |||
function p.main(frame) | |||
-- #TODO Make this dynamic | |||
local monster_id = "Id_Monster_GhostKing" | |||
local spawner_filename = "Data:Id_Spawner_New_Monster_GhostKing.json" | |||
local loot_drop_group_filename = "Data:Id_LootDropGroup_GhostKing.json" | |||
-- #TODO potentially move the code below to a separate function, it's kinda ugly | |||
-- Store the loot drop group data in relevant tables | |||
local loot_drop_group_data = mw.loadJsonData(loot_drop_group_filename) | |||
if loot_drop_group_data == nil then return "LootDropGroup data file '"..loot_drop_group_filename.."' could not be found." end | |||
local loot_drop_groups = loot_drop_group_data.loot_drop_groups -- contains data keyed by dungeongrade, "4023", for example | |||
local loot_drops_data = loot_drop_group_data.loot_drops -- contains data keyed by "ID_Lootdrop_Drop_GhostKing", for example | |||
local drop_rates_data = loot_drop_group_data.drop_rates -- contains data keyed by "ID_Droprate_Monsters_Bosses", for example | |||
local spawner_data = mw.loadJsonData(spawner_filename) | |||
if spawner_data == nil then return "Spawner data file '"..spawner_filename.."' could not be found." end | |||
local monster_spawner_order = spawner_data[monster_id].order -- contains ordered list of dungeon grades in which <monster_id> appears | |||
local monster_spawner_data = spawner_data[monster_id].data -- contains loot drop group ids and odds of each group appearing | |||
local dungeon_tree = interpret_dungeon_grades(monster_spawner_order) | |||
local wikitext = create_tabtoggles_from_list(dungeon_tree.order,"0") | |||
for i,mode in ipairs(dungeon_tree.order) do -- modes - 4 nodes | |||
wikitext = wikitext | |||
..create_div_header("0", mode, i == 1) -- tab toggle id, and boolean for if it should be displayed | |||
..create_tabtoggles_from_list(dungeon_tree[mode].order,"1"..i) | |||
for j,map in ipairs(dungeon_tree[mode].order) do -- maps - 1 to 6 nodes | |||
local dungeon_grade = tonumber(interpret_dungeon_strings(mode, map)) -- e.g. "1001" for "PvE", "Goblin Caves" | |||
wikitext = wikitext | |||
..create_div_header("1"..i, map, j == 1) -- prefix "1", the tab toggle's depth, to create a unique identifier | |||
..create_tabtoggles_from_list(get_drop_rate_ids(loot_drop_groups, dungeon_grade),"2"..i..j) | |||
for k,loot_table in ipairs(loot_drop_groups[dungeon_grade]) do -- 1 to 6 nodes | |||
wikitext = wikitext | |||
..create_div_header("2"..i..j, loot_table.drop_rate_id, k == 1) | |||
..'<span style="margin:20px 0px 20px 30px; font-size:24px">Rolls: '..loot_table.roll_count..'</span>' | |||
..create_droprate_table( | |||
drop_rates_data[loot_table.drop_rate_id], | |||
loot_drops_data[loot_table.loot_drop_id].items_per_luck_grade) | |||
..create_loot_table( | |||
loot_drops_data[loot_table.loot_drop_id].items, | |||
get_luck_grades(drop_rates_data[loot_table.drop_rate_id])) | |||
..'</div>' -- close the droprate table div | |||
end | |||
wikitext = wikitext..'</div>' -- close the map div | |||
end | |||
wikitext = wikitext..'</div>' -- close the mode div | |||
end | |||
return wikitext | |||
end | end | ||
return p | return p |
Revision as of 06:00, 25 May 2025
Script error: The function "loot_tables" does not exist.
--[[
Terminology:
- Dungeon: A specific area in the game where players can explore and fight monsters. Synonymous with "queue".
- Dungeon grade: A numeric code representing a specific dungeon mode and map combination.
- Mode: The type of dungeon, such as PvE or LR or HR.
- Map: The specific area within the dungeon, such as Goblin Caves or Ice Cavern.
- Loot table: A combination of loot drop and drop rate data and roll count
- Loot drop table: A collection of items and the rarity therein that can be rolled for a loot table.
- Drop rate table: Contains the rates at which certain luck grades are rolled.
- Luck grade: A property which determines which items are rolled from within the loot drop table.
- Roll count: The number of times the loot table is rolled.
- Loot drop group: table of all the loot tables for each specific dungeon grade. It also contains loot drop tables and drop rate tables.
For an easier time following the code, the functions each have a docstring.
Use Lua by Sumneko on VSCode to view workspace function signatures and type hints.
#TODO
Build proper pipeline for going from {{PAGENAME}} to what is currently in p.main()
Currently spawner files are assumed rather than being determiend through module arguments
Need to add functions to hanfle Monster.json -> Spawner... -> LootDropGroup
Clean up the code in p.main(). It can use some compartmentalization. Don't think it needs to be split into multiple functions, but at least better comments.
]]--
local p = {}
local utils = require("Module:Utilities")
-- Convert one two strings to a numeric code. Note that the strings are concatenated, so the order matters
-- - @param a: string, optional, associated with either a mode or a map string
-- - @param b: string, optional, associated with either a mode or a map string
-- - @return: string, number representing the dungeon mode or map or both
-- - - e.g. ("") -> ""
-- - - e.g. ("Gibberish") -> ""
-- - - e.g. ("PvE") -> "10"
-- - - e.g. ("Goblin Caves") -> "01"
-- - - e.g. ("PvE","Goblin Caves") -> "1001"
local function interpret_dungeon_strings(a,b)
local modes = {
["Default"] = "0",
["PvE"] = "10",
["LR 0-124"] = "20",
["LR 125+"] = "21",
["HR 0-224"] = "30",
["HR 225+"] = "40"
}
local maps = {
["Default"] = "0",
["Goblin Caves"] = "01",
["Ice Cavern"] = "11",
["Ice Abyss"] = "12",
["Ruins"] = "21",
["Crypts"] = "22",
["Inferno"] = "23"
}
-- Convert the input strings to their corresponding numeric codes, if they exist
a = modes[tostring(a)] or maps[tostring(a)]
b = modes[tostring(b)] or maps[tostring(b)]
-- If strings weren't matched, default to empty strings instead of nil
if a == nil then a = '' end
if b == nil then b = '' end
-- Default cases cannot be paired with other modes or maps, so return "0" if either is "Default"
if a == "Default" or b == "Default" then
return "0"
else
return a..b
end
end
-- Convert a numeric dungeon grade to its corresponding mode and map strings
-- - @param grade: integer - represents a specific map of a dungeon mode
-- - @return: string, string - pair of strings corresponding to the mode and map
-- - - e.g. (0) -> "Default", "Default"
-- - - e.g. (4023) -> "HR 225+", "Inferno"
local function interpret_dungeon_grade(dungeon_grade)
local dungeon_grades = {
["0"] = {"Default","Default"},
["1001"] = {"PvE","Goblin Caves"},
["1011"] = {"PvE","Ice Cavern"},
["1012"] = {"PvE","Ice Abyss"},
["1021"] = {"PvE","Ruins"},
["1022"] = {"PvE","Crypts"},
["1023"] = {"PvE","Inferno"},
["2001"] = {"LR 0-124","Goblin Caves"},
["2011"] = {"LR 0-124","Ice Cavern"},
["2012"] = {"LR 0-124","Ice Abyss"},
["2021"] = {"LR 0-124","Ruins"},
["2022"] = {"LR 0-124","Crypts"},
["2023"] = {"LR 0-124","Inferno"},
["2101"] = {"LR 125+","Goblin Caves"},
["2111"] = {"LR 125+","Ice Cavern"},
["2112"] = {"LR 125+","Ice Abyss"},
["2121"] = {"LR 125+","Ruins"},
["2122"] = {"LR 125+","Crypts"},
["2123"] = {"LR 125+","Inferno"},
["3001"] = {"HR 0-224","Goblin Caves"},
["3011"] = {"HR 0-224","Ice Cavern"},
["3012"] = {"HR 0-224","Ice Abyss"},
["3021"] = {"HR 0-224","Ruins"},
["3022"] = {"HR 0-224","Crypts"},
["3023"] = {"HR 0-224","Inferno"},
["4001"] = {"HR 225+","Goblin Caves"},
["4011"] = {"HR 225+","Ice Cavern"},
["4012"] = {"HR 225+","Ice Abyss"},
["4021"] = {"HR 225+","Ruins"},
["4022"] = {"HR 225+","Crypts"},
["4023"] = {"HR 225+","Inferno"}
}
if dungeon_grade == nil or dungeon_grades[dungeon_grade] == nil then
return dungeon_grades["0"][1], dungeon_grades["0"][2]
end
return dungeon_grades[dungeon_grade][1], dungeon_grades[dungeon_grade][2]
end
-- Interpret a list of dungeon grades and return the corresponding tree
-- - @param dungeon_grades: table of numeric grades representing dungeon strings
-- - - Example: {1001, 2001, 4023}
-- - @return: table, a tree structure with modes and maps
-- - - Example: {["mode_order"] = {"PvE"}, ["PvE"] = {["map_order"] = {"Goblin Caves", "Ice Cavern"}, ["Goblin Caves"] = true, ["Ice Cavern"] = true}}
local function interpret_dungeon_grades(ordered_dungeon_grades)
if ordered_dungeon_grades == nil then return {} end
local tree = {}
tree.order = {}
for _,dungeon_grade in ipairs(ordered_dungeon_grades) do
local mode,map = interpret_dungeon_grade(dungeon_grade)
if tree[mode] == nil then
tree[mode] = {}
tree[mode].order = {}
table.insert(tree.order,mode)
end
if tree[mode][map] == nil then
tree[mode][map] = true
table.insert(tree[mode].order,map)
end
end
return tree
end
-- Create a div header with a class based on the id and an optional display argument
-- - @param id: string, represents the id of the div
-- - @param is_displayed: boolean, indicates whether the div should be displayed or hidden
-- - @return: string, the HTML div header
-- - - e.g. '\<div class="0-data" style="display:none;">' or '\<div class="0-data">
local function create_div_header(id_prefix, id, is_displayed)
local interpretation = interpret_dungeon_strings(id)
if interpretation == '' then interpretation = id end
if is_displayed then
return '<div class="'..id_prefix..interpretation..'-data">'
else
return '<div class="'..id_prefix..interpretation..'-data" style="display:none;">'
end
end
-- Create a tab toggle element with a specific id, number, and content
-- - @param data_tabid: string, determines which class to toggle when the toggle is clicked
-- - @param data_tab: string, determines the toggle group, among which only one can be selected at a time
-- - @param content: string, the content of the tab toggle
-- - @param selected_tab: boolean, if true, the tab will be displayed as selected
-- - @return: string, the HTML tab toggle element
-- - - Example: \<div class="selected-tab tab-toggle tab" data-tabid="0" data-tab="PvE">PvE\</div>
local function create_tab_toggle(data_tab_id, data_tab, content, selected_tab)
if selected_tab then
return '<div class="selected-tab tab-toggle tab" data-tabid="'..data_tab_id..'" data-tab="'..data_tab..'">'..content..'</div>'
else
return '<div class="tab-toggle tab" data-tabid="'..data_tab_id..'" data-tab="'..data_tab..'">'..content..'</div>'
end
end
-- Create tab toggles from a list of tabs.
-- - @param tab_list: table containing the content of the tabs.
-- - - e.g. {"PvE", "LR 0-124", "LR 125+", "HR 0-224", "HR 225+"}.
-- - - e.g. {"Goblin Caves", "Ice Cavern", "Ice Abyss", "Ruins", "Crypts", "Inferno"}.
-- - @param tab_id: string, the id of the tab toggle group.
-- - - e.g. "0" for the first level of tabs.
-- - - e.g. "1" for the second level, or 11 for second level in the first group.
local function create_tabtoggles_from_list(tab_list, tab_id)
if tab_list == nil then return '' end
local wikitext = ''
for i,tab in ipairs(tab_list) do
local interpretation = interpret_dungeon_strings(tab)
if interpretation == '' then interpretation = tab end
wikitext = wikitext..create_tab_toggle(tab_id, tab_id..interpretation, tab, i==1)
end
return wikitext
end
-- Round a number to a specified decimal place value
local function round(number, decimal_places)
return tonumber(string.format("%."..(decimal_places or 0).."f", number))
end
-- Create a drop rate table from drop rate data and loot drop item counts
-- - @param drop_rate_data: table, contains drop rate data keyed by luck grade
-- - @param loot_drop_item_counts: table, contains item counts keyed by luck grade
-- - @return: string, the HTML drop rate table
local function create_droprate_table(drop_rate_data, loot_drop_item_counts)
-- Table header
local droprate_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 = 1,8 do
local probability = drop_rate_data[luckgrade]
local item_count = loot_drop_item_counts[luckgrade]
if probability ~= nil and item_count ~= nil then
-- Table row
droprate_table = droprate_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
end
return droprate_table..'</table><br>'
end
-- Get the loot drop rate ids for a specific dungeon grade
-- - @param loot_drop_groups: table, contains loot drop groups keyed by dungeon grade
-- - @param dungeon_grade: integer, represents the dungeon grade
-- - @return: table, contains loot drop rate ids keyed by numerical order
local function get_drop_rate_ids(loot_drop_groups, dungeon_grade)
-- Get the loot table ids for a specific dungeon code
local drop_rate_ids = {}
for _, loot_table in ipairs(loot_drop_groups[dungeon_grade]) do
table.insert(drop_rate_ids, loot_table.drop_rate_id)
end
return drop_rate_ids
end
-- Get the luck grades for a specific drop rate table
-- - @param drop_rate_table: table, contains drop rate data keyed by luck grade
-- - @return: table, contains luck grades keyed by their numeric value
local function get_luck_grades(drop_rate_table)
-- Get the luck grades for a specific drop rate table
local luck_grades = {}
for i = 1,8 do
if drop_rate_table[i] then
luck_grades[i]=true
end
end
return luck_grades
end
-- Create a loot table from loot drop and drop rate data
-- - @param items: table, contains item data keyed by item name
-- - - e.g. {["Unobtainium Ore"] = {{luck_grade = 9, rarity = 9, count = 2}, {luck_grade = 9, rarity = 9, count = 10}},
-- ["Mithril Ore"] = {{luck_grade = 8, rarity = 8, count = 1}, {luck_grade = 8, rarity = 8, count = 8}}}
-- - @param luck_grades: table, contains luck grades keyed by their numeric value
-- - - e.g. {1=true, 2=true, 3=true, 4=true, 5=true, 6=true, 7=true, 8=true}
-- - @return: string, the HTML loot table
local function create_loot_table(items,luck_grades)
local resulting_table = '<table cellspacing="0" class="loottable stripedtable sortable jquery-tablesorter mw-collapsible" style="width:100%">'
..'<caption>Loot Table </caption>'
..'<tr><th style="width:5%">Name</th><th style="width:5%">Luck Grade</th><th style="width:5%">Rarity</th><th style="width:5%">Item Count</th></tr>'
-- Create body of table
-- For each item: name, luck grade, rarity, count
for item_name, item_data in pairs(items) do
-- Count the number of records for this item
local rowspan = 0
for _,item_record in ipairs(item_data) do
if luck_grades[item_record.luck_grade] then rowspan = rowspan + 1 end
end
-- Track how many rows have been created for this item; this is typically a subset of the entire record array
local record_row_index = 1
-- Iterate each record in the item data
for _, item_record in ipairs(item_data) do
if luck_grades[item_record.luck_grade] then
local luck_grade = item_record.luck_grade
local rarity_num = item_record.rarity
local item_count = item_record.count
local rarity_name = utils.rarity_num_to_name(rarity_num)
if rarity_name == nil then return "rarity_num of '" .. rarity_num .. "' was converted to a nil rarity_name." end
-- the first record's td must span all records rows
local rowspan_td_cell = ""
if record_row_index == 1 and rowspan > 1 then
rowspan_td_cell = "<td rowspan='" .. rowspan .. "'>"
elseif record_row_index == 1 then
rowspan_td_cell = "<td>" -- no rowspan needed for items with only one record
end
-- If this is the first record, create the td element containing the iconbox
if record_row_index == 1 then
rowspan_td_cell = rowspan_td_cell
.."<div class='iconbox'>"
.."<div class='rarity"..rarity_num.." rounded relative'>"
.."[[File:"..item_name..".png|x80px|link="..item_name.."]]"
.."</div>"
.."[["..item_name.."]]"
.."</div>"
.."</td>"
end
resulting_table = resulting_table
.."<tr>"
..rowspan_td_cell
.."<td class='cr"..luck_grade.."'><b>"..luck_grade.."</b></td>"
.."<td class='cr"..rarity_num.."'><b>"..rarity_name.."</b></td>"
.."<td>"..item_count.."</td>"
.."</tr>"
record_row_index = record_row_index + 1
end
end
end
return resulting_table..'</table><br>'
end
-- Create tables of drop rates for a specific loot drop group.
function p.main(frame)
-- #TODO Make this dynamic
local monster_id = "Id_Monster_GhostKing"
local spawner_filename = "Data:Id_Spawner_New_Monster_GhostKing.json"
local loot_drop_group_filename = "Data:Id_LootDropGroup_GhostKing.json"
-- #TODO potentially move the code below to a separate function, it's kinda ugly
-- Store the loot drop group data in relevant tables
local loot_drop_group_data = mw.loadJsonData(loot_drop_group_filename)
if loot_drop_group_data == nil then return "LootDropGroup data file '"..loot_drop_group_filename.."' could not be found." end
local loot_drop_groups = loot_drop_group_data.loot_drop_groups -- contains data keyed by dungeongrade, "4023", for example
local loot_drops_data = loot_drop_group_data.loot_drops -- contains data keyed by "ID_Lootdrop_Drop_GhostKing", for example
local drop_rates_data = loot_drop_group_data.drop_rates -- contains data keyed by "ID_Droprate_Monsters_Bosses", for example
local spawner_data = mw.loadJsonData(spawner_filename)
if spawner_data == nil then return "Spawner data file '"..spawner_filename.."' could not be found." end
local monster_spawner_order = spawner_data[monster_id].order -- contains ordered list of dungeon grades in which <monster_id> appears
local monster_spawner_data = spawner_data[monster_id].data -- contains loot drop group ids and odds of each group appearing
local dungeon_tree = interpret_dungeon_grades(monster_spawner_order)
local wikitext = create_tabtoggles_from_list(dungeon_tree.order,"0")
for i,mode in ipairs(dungeon_tree.order) do -- modes - 4 nodes
wikitext = wikitext
..create_div_header("0", mode, i == 1) -- tab toggle id, and boolean for if it should be displayed
..create_tabtoggles_from_list(dungeon_tree[mode].order,"1"..i)
for j,map in ipairs(dungeon_tree[mode].order) do -- maps - 1 to 6 nodes
local dungeon_grade = tonumber(interpret_dungeon_strings(mode, map)) -- e.g. "1001" for "PvE", "Goblin Caves"
wikitext = wikitext
..create_div_header("1"..i, map, j == 1) -- prefix "1", the tab toggle's depth, to create a unique identifier
..create_tabtoggles_from_list(get_drop_rate_ids(loot_drop_groups, dungeon_grade),"2"..i..j)
for k,loot_table in ipairs(loot_drop_groups[dungeon_grade]) do -- 1 to 6 nodes
wikitext = wikitext
..create_div_header("2"..i..j, loot_table.drop_rate_id, k == 1)
..'<span style="margin:20px 0px 20px 30px; font-size:24px">Rolls: '..loot_table.roll_count..'</span>'
..create_droprate_table(
drop_rates_data[loot_table.drop_rate_id],
loot_drops_data[loot_table.loot_drop_id].items_per_luck_grade)
..create_loot_table(
loot_drops_data[loot_table.loot_drop_id].items,
get_luck_grades(drop_rates_data[loot_table.drop_rate_id]))
..'</div>' -- close the droprate table div
end
wikitext = wikitext..'</div>' -- close the map div
end
wikitext = wikitext..'</div>' -- close the mode div
end
return wikitext
end
return p