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Revision as of 22:56, 25 May 2025 by Raw Salad (talk | contribs)

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.loot_table()
		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.loot_table().  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")


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 one two strings to a numeric code. Note that the returned 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)
	-- 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


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"}
}
-- Convert a numeric dungeon grade to its corresponding mode and map strings
-- - @param grade: string - integer corresponding to a specific mode and map
-- - @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)
	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 - ideally the dungeon grades are numericall ordered
-- - - Example: {1001, 2001, 4023}
-- - @return: table - a 2-level tree structure with order lists
-- - - Example: {["mode_order"] = {"PvE", "HR 225+""},
--				["PvE"] = {["map_order"] = {"Goblin Caves", "Ice Cavern"}, ["Goblin Caves"] = true, ["Ice Cavern"] = true},
--				["HR 225+"] = {["map_order"] = {"Ice Cavern", "Ice Abyss"}, ["Ice Cavern"] = true, ["Ice Abyss"] = 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 - list of content to be displayed for tab toggles.
-- - - e.g. {"PvE", "LR 0-124", "LR 125+", "HR 0-224", "HR 225+"}.
-- - @param tab_id: string - the id of the tab toggle group. Must be unique per tab toggle group.
-- - - e.g. "0" for the first level of tabs, 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&nbsp;</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 drop 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_drop_table(items,luck_grades)
	local resulting_table = '<table cellspacing="0" class="loottable stripedtable sortable jquery-tablesorter mw-collapsible" style="width:100%">'
		..'<caption>Loot Table&nbsp;</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.."|<b class=cr"..rarity_num..">"..item_name.."</b>]]"
							.."</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 loot tables for the loot drop group data relevant to the monster/prop.
function p.loot_table(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_drop_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