From Dark and Darker Wiki
(Module for creating monster tables.) |
m (Utils not used) |
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local p = {} | local p = {} | ||
local suppressed_color = "#1A91C4" | local suppressed_color = "#1A91C4" | ||
local neutral_color = "#EEE8" | local neutral_color = "#EEE8" | ||
Revision as of 03:59, 29 January 2026
Overview
Functions for making Monsters table. Data comes from Data:Monster.json.
Functions
draw_table
Create's a table of monsters
Parameters
- 1 - list key of monsters to use
- 2 - is the list key a race?
draw_table Examples
{{#invoke:Monster|draw_table|bosses}}
Lua error at line 320: attempt to index field 'monsters' (a nil value).
{{#invoke:Monster|draw_table|Demon|true}}
Lua error at line 320: attempt to index field 'monsters' (a nil value).
local p = {}
local suppressed_color = "#1A91C4"
local neutral_color = "#EEE8"
---Check existence and equality of elite and nightmare variants to common
---@param common any
---@param elite any
---@param nightmare any
---@return boolean
local function is_suppressed(common, elite, nightmare)
if common and common == elite then
if nightmare then
if elite == nightmare then
return true
end
else
return true
end
end
return false
end
--- Create css/html wikitext for iconbox
--- @param name string
--- @return string
local function draw_iconbox(name)
return "<div class='iconbox'><div class='rarity-1 rounded relative'>[[File:"..name..".png|x80px|link="..name.."]]</div><br>[["..name.."|<b class=rarity-1>"..name.."</b>]]</div>"
end
--- Create color coded string for common/elite/nightmare variants
--- @param common any
--- @param elite any
--- @param nightmare any
--- @param unit any
--- @return string
local function variant_color_coding(common, elite, nightmare, unit)
if common == nil or common == "" then return "" end
unit = unit or ""
local output_str = ""
if is_suppressed(common, elite, nightmare) then
output_str = "<span style='color:"..suppressed_color.."'>"..tostring(common)..unit.."</span>"
else
if common then
output_str = "<span>"..tostring(common)..unit.."</span>"
end
if elite then
if output_str ~= "" then output_str = output_str.."/" end
output_str = output_str.."<span class='colorrarityElite'>"..tostring(elite)..unit.."</span>"
end
if nightmare then
if output_str ~= "" then output_str = output_str.."/" end
output_str = output_str.."<span class='colorrarityNightmare'>"..tostring(nightmare)..unit.."</span>"
end
end
return output_str
end
--- Create tooltip wikitext
--- @param color string
--- @param display_text string
--- @param tooltip_text string
--- @return string
local function tooltip(color, display_text, tooltip_text)
if color == "" or color == nil then color = " style='color:"..color.."'" end
return "<span class='tooltip'"..color.."><u>["..tostring(display_text).."]</u><span class='tooltiptext-right'>"..tooltip_text.."</span></span>"
end
---Create color coded string of damage reductions
---@param common table
---@param elite table
---@param nightmare table
---@return string
local function damage_reductions(common, elite, nightmare)
local output_str = ""
for k, v in pairs(common.damageReductions) do
if output_str ~= "" then output_str = output_str.."<br>" end
output_str = output_str.."<span style='color:"..neutral_color.."'>"..k:gsub(" Damage Reduction",""):gsub(" Magical",""):gsub(" Physical","")..": </span>"
if tostring(v):find("*") then
local color = ""
if is_suppressed(v, elite.damageReductions and elite.damageReductions[k], nightmare.damageReductions and nightmare.damageReductions[k]) then
color = " style='color:"..suppressed_color.."'"
end
output_str = output_str..tooltip(
color,
variant_color_coding(
tostring(v):match("^(.*)%*"),
tostring(elite.damageReductions and elite.damageReductions[k]):match("^(.*)%*"),
tostring(nightmare.damageReductions and nightmare.damageReductions[k]):match("^(.*)%*"),"%"
),
tostring(v):match("%*(.*)$") -- assume policy text is the same across variants
)
else
output_str = output_str
..variant_color_coding(
v,
elite.damageReductions and elite.damageReductions[k],
nightmare.damageReductions and nightmare.damageReductions[k],"%")
end
end
return output_str
end
local function string_to_list(string)
local output_list = {}
for token in string:gmatch("([^,]+)") do
output_list[#output_list+1] = token:gsub("^%s*(.-)%s*$", "%1")
end
return output_list
end
local function policy_tooltips(MD, string)
if string == "" or string == nil then return "" end
local output_str = ""
for _,policy in pairs(string_to_list(string)) do
output_str = output_str..tooltip(
"",
MD.policies[policy],
policy
)
end
return output_str
end
--TODO
local function statuses(MD, common, elite, nightmare)
local output_str = ""
local highest_variant = common
if next(nightmare) ~= nil then highest_variant = nightmare
elseif next(elite) ~= nil then highest_variant = elite end
for k,v in pairs(highest_variant.statuses) do
if output_str ~= "" then output_str = output_str.."<br>" end
local status_effect = v:match("^(.*)%*") or v
local policy_text = policy_tooltips(MD, v:match("%*(.*)$"))
output_str = output_str.."<span style='color:"..neutral_color.."'>"..k..": </span>"..status_effect.." "..policy_text
end
return output_str
end
---Check for consistency across variants and format string of an ability's effects
---@param common table
---@param elite table
---@param nightmare table
---@return string
local function process_effect(common, elite, nightmare)
-- check for consistency across variants
if next(elite) and (common.impact ~= elite.impact) or (next(nightmare) and (common.impact ~= nightmare.impact)) then
return "<span color='red'>Error: Impact power differs across variants.</span>"
end
local impact_string = ""
if is_suppressed(common.impact, elite.impact, nightmare.impact) then
impact_string = "<span style='color:"..suppressed_color.."'> ("..tostring(common.impact)..") </span> "
elseif common.impact then
impact_string = " ("..tostring(common.impact)..") "
end
-- get values for each variant
return variant_color_coding(common.value, elite.value, nightmare.value)
..impact_string
..variant_color_coding(common.text, elite.text, nightmare.text)
end
-- Assumptions:
---- If the variants exists, lower variants have a subset of higher variant ability set.
---- An ability, if present, has identical names across variants. Strings associated with an Ability can vary. Order of abilities matters.
---- Important ability values that vary by variant type are followed by the "#" token.
---- Statuses applied by an ability are preceded by the "$" token.
---- Impact Power of an ability is invariant.
--- @param name string
--- @param common table
--- @param elite table
--- @param nightmare table
--- @param highest_variant table
--- @return string
local function process_ability(name, common, elite, nightmare, highest_variant)
local output_str = ""
if highest_variant.abilities[name].effects then
for k,_ in pairs(highest_variant.abilities[name].effects) do
if output_str ~= "" then output_str = output_str..", " end
output_str = output_str..process_effect(
common.abilities[name].effects[k],
elite.abilities and elite.abilities[name] and elite.abilities[name].effects[k] or {},
nightmare.abilities and nightmare.abilities[name] and nightmare.abilities[name].effects[k] or {})
end
end
if not highest_variant.abilities[name].status_effects then
return output_str
end
if output_str ~= "" then output_str = output_str.." + " end
if highest_variant.abilities[name].status_effects then
for k,v in pairs(highest_variant.abilities[name].status_effects) do
if output_str ~= "" and k ~= 1 then output_str = output_str..", " end
output_str = output_str..variant_color_coding(
common.abilities[name].status_effects[k].name,
elite.abilities and elite.abilities[name] and elite.abilities[name].status_effects[k].name,
nightmare.abilities and nightmare.abilities[name] and nightmare.abilities[name].status_effects[k].name)
end
end
return output_str
end
---Create color coded string of abilities
---@param common table
---@param elite table
---@param nightmare table
---@return string
local function abilities(common, elite, nightmare)
local highest_variant = common
if next(nightmare) ~= nil then highest_variant = nightmare
elseif next(elite) ~= nil then highest_variant = elite end
local output_str = ""
for k, v in pairs(highest_variant.abilities) do
if output_str ~= "" then output_str = output_str.."<br>" end
output_str = output_str.."<span style='color:"..neutral_color.."'>"..k..": </span>"
..process_ability(k, common, elite, nightmare, highest_variant)
end
return output_str
end
---Hyphen seperated list of hyperlinked races. Assumes all variants same races.
---@param monster table
---@return string
local function races(monster)
local output_str = ""
for k,v in pairs(monster.races) do
if output_str ~= "" then output_str = output_str.."-" end
output_str = output_str.."[["..k.."]]"
end
return output_str
end
---@return table
---@return table
local function get_monster_variants(MD, monster)
local elite_string = MD.monsters.monster_localized_names[monster.name].Elite
local nightmare_string = MD.monsters.monster_localized_names[monster.name].Nightmare
return MD.monsters.monsters_ids[elite_string] or {}, MD.monsters.monsters_ids[nightmare_string] or {}
end
local function draw_row(MD, monster)
local monster_elite, monster_nightmare = get_monster_variants(MD, monster)
return "<tr><td>"
..draw_iconbox(monster.name).."</td><td>"
..variant_color_coding(monster.hp, monster_elite.hp, monster_nightmare.hp).."</td><td>"
..variant_color_coding(monster.move, monster_elite.move, monster_nightmare.move).."</td><td>"
.."<div style='margin:auto; height:50%;'>"..variant_color_coding(monster.xp, monster_elite.xp, monster_nightmare.xp)
.."</div><div style='margin:auto; height:50%;'>"..variant_color_coding(monster.ap, monster_elite.ap, monster_nightmare.ap).."</td><td>"
..damage_reductions(monster, monster_elite, monster_nightmare).."</td><td>"
..abilities(monster, monster_elite, monster_nightmare).."</td><td>"
..statuses(MD, monster, monster_elite, monster_nightmare).."</td><td>"
..races(monster).."</td><td>"
..variant_color_coding(monster.actionspeed, monster_elite.actionspeed, monster_nightmare.actionspeed,"%").."</td></tr>"
end
--- @param frame table: frame args
---- keys.args[1] string: {"bosses", "minibosses", "mimics", "normal"} or a race list like {"Demon", "Undead", ...
---- keys.args[2] bool or string: determines if the first key is a race list
--- @return table: ordered list of monster ids
local function get_monster_list(MD, frame)
local key = frame.args[1] ~= nil and frame.args[1] or "all"
local is_race_list = frame.args[2] ~= nil and frame.args[2]
if is_race_list then
return MD.races[key]
else
return MD[key]
end
end
--Create monster table wikitext
----Test on wiki with: mw.log(p.draw_table({args={"bosses"}}))
---@param frame table
---@return string
function p.draw_table(frame)
local MD = mw.loadJsonData("Data:Monster.json")
if not MD then return "<span style='color:red;'>Error: Could not load Monster data in [[Module:Monster Table]]</span>" end
local output_str = [===[<table cellspacing="0" class="wikitable sortable jquery-tablesorter" style="width:100%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"><tr>
<th style="width:3%">Name</th>
<th style="width:3%">Health</th>
<th style="width:3%">Move Speed</th>
<th style="width:3%">Exp<br>AP</th>
<th style="width:3%">Damage Reductions</th>
<th style="width:17%">Abilities' Damage([[Impact Power]]) + Statuses</th>
<th style="width:22%">[[Statuses]]' Effects</th>
<th style="width:3%">Race</th>
<th style="width:3%">Action Speed</th></tr>]===]
local monster_list = get_monster_list(MD, frame)
for _, monster_key in pairs(monster_list) do
local monster = MD.monsters.monsters_ids[monster_key]
output_str = output_str..draw_row(MD, monster)
end
return output_str.."</table>"
end
return p