Documentation for this module may be created at Module:Test/doc
require('Module:CommonFunctions');
local getArgs = require('Module:Arguments').getArgs
local inspect = require('Module:Inspect').inspect
local p = {}
-- Main process
function p.main(frame)
local args = getArgs(frame)
function inArgs(key)
if args[key] ~= nil then
return true
end
end
-- Define the schema for the table
local tableSchema = {
PvE = {},
PvP = {}
}
-- Function to create a new table with the desired schema
function createDamageDataTable()
local newTable = {}
for key, value in pairs(tableSchema) do
if type(value) == "table" then
newTable[key] = {}
end
end
return newTable
end
function link(text)
return '[[' .. text .. ']]'
end
-- User requested options
local OPTIONS = {
should_do_table = args[1] == 'true',
character = args[2] or 'Elsword',
format = args.format ~= 'false',
no_max = args.no_max == 'true',
is_append = args.append ~= nil,
append_index = args.append and split(args.append)[1],
append_name = args.append and split(args.append)[2],
combine = args.combine
}
-- Define a table with parsed damage information of all kind.
local BASIC_DAMAGE = createDamageDataTable()
-- Define a table with trait names and their values to apply.
local TRAITS = {
-- An empty trait so we keep the original values there.
{
key = '',
name = 'Normal',
value = 1
},
{
key = 'enhanced',
name = 'Enhanced',
value = args.enhanced ~= nil and 0.8
},
{
key = 'empowered',
name = 'Empowered',
value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
},
{
key = 'useful',
name = 'Useful',
value = args.hits_useful ~= nil and (tonumber(args.useful_penalty) or 0.7)
},
{
key = 'heavy',
name = 'Heavy',
value = args.heavy ~= nil and 1.44
}
}
-- Define a table with user-requested passive skills (empty by default).
local PASSIVES = {}
for k, v in pairs(args) do
if string.find(k, 'passive') then
--[[
Fix up the passives and put them into a separate table.
|passive1=... |passive2=... -> { passive1, passive2 }
--]]
local passive_index = string.match(k, "%d")
local passive_values = split(frame:preprocess('{{:' .. v .. '}}{{#arrayprint:' .. v .. '}}'));
PASSIVES[tonumber(passive_index)] = {
name = v,
value = passive_values[1],
value_pvp = passive_values[2],
alias = args['alias' .. passive_index] or split(OPTIONS.combine or '')[2],
suffix = args['suffix' .. passive_index],
}
elseif string.find(k, 'append') or not string.find(v, '[a-zA-Z]+') then
--[[
Change how args are received.
dmg = 500, 700, 800 (string) -> dmg = { 500, 700, 800 } (table)
--]]
local split_values = split(v)
-- Perform automatic math on each value.
for k2, v2 in pairs(split_values) do
split_values[k2] = frame:preprocess(v2)
end
args[k] = split_values
end
end
-- Set basic hit count to 1 for all damage.
for k, v in ipairs(args.dmg) do
if not args.hits then
args.hits = {}
end
if not args.hits[k] then
args.hits[k] = 1
end
end
-- Store a configuration that will tell the main function how to behave given different inputs.
-- It will always take the first value if available. If not, fall back to the other (recursively).
local DAMAGE_CONFIG = {
total_damage = {
damage_numbers = { 'dmg' },
hit_counts = { 'hits' },
provided = { 'dmg' }
},
total_damage_awk = {
damage_numbers = { 'awk_dmg', 'dmg' },
hit_counts = { 'awk_hits', 'hits' },
provided = { 'awk_dmg', 'awk_hits' }
},
avg_damage = {
damage_numbers = { 'dmg' },
hit_counts = { 'avg_hits', 'hits' },
provided = { 'avg_hits' }
},
avg_damage_awk = {
damage_numbers = { 'awk_dmg', 'dmg' },
hit_counts = { 'avg_awk_hits', 'awk_hits', 'avg_hits', 'hits' },
provided = { 'avg_awk_hits' }
},
-- Store the logic for Useful traits
total_damage_useful = {
damage_numbers = { 'dmg' },
hit_counts = { 'hits_useful', 'hits' },
provided = { 'hits_useful' }
},
total_damage_awk_useful = {
damage_numbers = { 'awk_dmg', 'dmg' },
hit_counts = { 'awk_hits_useful', 'awk_hits', 'hits_useful', 'hits' },
provided = { 'awk_hits_useful' }
},
avg_damage_useful = {
damage_numbers = { 'dmg' },
hit_counts = { 'avg_hits_useful', 'hits_useful', 'avg_hits', 'hits' },
provided = { 'avg_hits_useful' }
},
avg_damage_awk_useful = {
damage_numbers = { 'awk_dmg', 'dmg' },
hit_counts = { 'avg_awk_hits_useful', 'avg_awk_hits', 'hits_useful', 'hits' },
provided = { 'avg_awk_hits_useful' }
},
}
local DAMAGE_PARSED = createDamageDataTable()
function parseConfig(mode)
local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
for config_key, config_value in pairs(DAMAGE_CONFIG) do
for k, v in pairs(DAMAGE_CONFIG[config_key]) do
local output_value = v
for _, v2 in ipairs(v) do
local arg_from_template = args[prefix .. v2] or args[v2]
if arg_from_template ~= nil then
output_value = arg_from_template
if k == 'provided' then
output_value = true
-- Do not generate total_damage values at all if the skill can't reach them.
if string.find(config_key, 'total_') and OPTIONS.no_max then
output_value = false
end
end
break
else
if k == 'provided' then
output_value = false
end
end
end
if DAMAGE_PARSED[mode][config_key] == nil then
DAMAGE_PARSED[mode][config_key] = {}
end
DAMAGE_PARSED[mode][config_key][k] = output_value
end
end
end
parseConfig('PvE')
parseConfig('PvP')
-- Detected "count", for skills like Clementine, Enough Mineral, etc.
function doEachDamage()
for mode, mode_content in pairs(DAMAGE_PARSED) do
for damage_key, damage_value in pairs(mode_content) do
if string.find(damage_key, 'total_') then
local new_value = table.deep_copy(damage_value)
for k, v in ipairs(new_value.hit_counts) do
new_value.hit_counts[k] = v * args.count[1]
end
DAMAGE_PARSED[mode][damage_key:gsub("total_", "each_")] = damage_value
DAMAGE_PARSED[mode][damage_key] = new_value
end
end
end
end
if inArgs('count') then
doEachDamage()
end
function doBasicDamage()
for mode, mode_content in pairs(DAMAGE_PARSED) do
for damage_key, damage_value in pairs(mode_content) do
local i = 1
local output = 0
-- Check if to even generate the damage.
if damage_value.provided then
-- Loop through damage numbers and multiply them with hits.
for k, v in ipairs(damage_value.damage_numbers) do
output = output + (v * damage_value.hit_counts[i])
i = i + 1
end
-- Write the result to a separate object.
BASIC_DAMAGE[mode][damage_key] = output
end
end
end
end
doBasicDamage()
local WITH_TRAITS = createDamageDataTable()
function doTraits()
-- Handle traits here
for mode, mode_content in pairs(BASIC_DAMAGE) do
for damage_key, damage_value in pairs(mode_content) do
for _, trait in pairs(TRAITS) do
--[[
Suffix all damage values with existing traits.
Useful already has the prefix, so only multiply with its value.
Also, we don't want other traits to multiply with Useful,
so we skip those situations, as impossible in-game.
--]]
if trait.value and (not string.match(damage_key, '_useful') or trait.key == '') then
WITH_TRAITS[mode][damage_key .. ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key))] =
damage_value * trait.value
end
end
end
end
end
doTraits()
local WITH_PASSIVES = createDamageDataTable()
local function generateCombinations(passives, n, combo, combos)
if n == 0 then
table.insert(combos, combo)
else
for i = 1, #passives do
local newCombo = {}
for j = 1, #combo do
table.insert(newCombo, combo[j])
end
table.insert(newCombo, passives[i])
generateCombinations(passives, n - 1, newCombo, combos)
end
end
end
--[[
Generates passives with every possible combinations of all subsets.
For example: 3 passives are given, so it will generate the following:
(1), (2), (3), (1, 2), (1, 3), (1, 2, 3), (2, 3)
]]
function doPassives()
for mode, mode_content in pairs(WITH_TRAITS) do
for damage_key, damage_value in pairs(mode_content) do
local combinations = { {} }
for passive_key, passive in pairs(PASSIVES) do
local count = #combinations
for i = 1, count do
local new_combination = { unpack(combinations[i]) }
table.insert(new_combination, passive_key)
table.insert(combinations, new_combination)
end
end
for _, combination in pairs(combinations) do
local passive_multiplier = 1
local name_suffix = ''
if #combination > 0 then
table.sort(combination)
for _, passive_key in pairs(combination) do
passive_multiplier = passive_multiplier *
tonumber(PASSIVES[passive_key][mode == 'PvE' and 'value' or 'value_pvp'])
name_suffix = name_suffix .. '_passive' .. passive_key
end
end
WITH_PASSIVES[mode][damage_key .. name_suffix] = damage_value * passive_multiplier
end
end
end
end
doPassives()
local RANGE = {
min_count = args.range_min_count and args.range_min_count[1] or 1,
max_count = args.range_max_count and args.range_max_count[1] or 1,
PvE = {
min = args.range_min and args.range_min[1] or 1,
max = args.range_max and args.range_max[1] or 1
},
PvP = {
min = args.range_min and (args.range_min[2] or args.range_min[1]) or 1,
max = args.range_max and (args.range_max[2] or args.range_max[1]) or 1
}
}
function formatDamage(number)
local formattedDamage = number > 0 and (formatnum(math.round(number, 2)) .. '%') or '-%'
return formattedDamage
end
local WITH_RANGE = createDamageDataTable()
function doDamageBuffRange()
-- Handle damage range here
for mode, mode_content in pairs(WITH_PASSIVES) do
for damage_key, damage_value in pairs(mode_content) do
WITH_RANGE[mode][damage_key] = { min = 0, max = 0 }
for _, range in ipairs({ 'min', 'max' }) do
local final_damage_value = damage_value * (1 + ((RANGE[mode][range] - 1) * RANGE[range .. '_count']))
WITH_RANGE[mode][damage_key][range] = not OPTIONS.format and final_damage_value or
formatDamage(final_damage_value)
end
end
end
end
doDamageBuffRange()
-- Helper function to iterate over traits.
function checkTraits(settings)
local output
if not settings then
output = false
else
output = settings.output or {}
end
for trait_index, trait in ipairs(TRAITS) do
if trait.value ~= false and trait_index ~= 1 then
if settings and type(settings.action) == 'function' then
settings.action(trait, output, settings)
else
return true
end
end
end
return output
end
-- Helper function to detect combined passives.
function isCombined(index)
for k, v in ipairs(OPTIONS.combine) do
if index == v then
return true
end
end
return false
end
-- Helper function to iterate over passives.
function checkPassives(settings)
local output = settings.output or {}
for passive_index, passive in ipairs(PASSIVES) do
if (not OPTIONS.is_append or (OPTIONS.is_append and tonumber(OPTIONS.append_index) ~= passive_index)) and not indexOf(passive_index, OPTIONS.combine) then
if type(settings.action) == 'function' then
settings.action(passive, output, passive_index)
else
return true
end
end
end
return output
end
-- Generate the table
local TABLE = mw.html.create('table'):attr({
cellpadding = 5,
border = 1,
style = 'border-collapse: collapse; text-align: center',
class = 'colortable-' .. OPTIONS.character
})
-- Our table structure
local TABLE_CONTENT = {
{
type = 'extra',
text = { 'Average' },
is_visible = OPTIONS.no_max
},
{
type = 'passives',
text = checkPassives({
output = { 'Base' },
action = function(passive, output)
table.insert(output, link(passive.name))
end
}),
keywords = checkPassives({
action = function(passive, output, passive_index)
table.insert(output, 'passive' .. passive_index)
end
}),
is_visible = OPTIONS.no_max == false
},
{
type = 'passives_appended',
text = { 'Normal', OPTIONS.is_append and link(OPTIONS.append_name or PASSIVES[OPTIONS.append_index].name) },
keywords = { OPTIONS.is_append and 'passive' .. OPTIONS.append_index },
is_visible = OPTIONS.is_append or false
},
{
type = 'awakening',
text = { 'Regular', link('Awakening Mode') },
keywords = { 'awk' },
keyword_next_to_main_key = true,
is_visible = inArgs('awk_dmg') or inArgs('awk_hits') or false
},
{
type = 'traits',
text = checkTraits({
output = { 'Normal' },
action = function(trait, output)
table.insert(output, trait.name)
end
}),
keywords = checkTraits({
action = function(trait, output)
table.insert(output, trait.key)
end
}),
is_visible = checkTraits()
},
{
type = 'hit_count',
text = {
(inArgs('count') and not inArgs('use_avg')) and
(table.concat({ 'Per', args.count_name or 'Instance' }, ' ')) or 'Average',
'Max'
},
keywords = (function()
if inArgs('avg_hits') or inArgs('count') then
return { 'avg', 'total' }
end
return { 'total' }
end)(),
is_visible = ((inArgs('avg_hits') or inArgs('count')) and not OPTIONS.no_max) or false
}
}
function TABLE:new()
return self:tag('tr')
end
function sortPassives(s)
local passives = {}
for passive in s:gmatch("_passive%d+") do
table.insert(passives, passive)
end
if #passives == 0 then
return s
end
table.sort(passives)
local base = s:gsub("_passive%d+", "")
return base .. table.concat(passives)
end
function returnDamageInOrder()
local main_key = 'damage'
local all_list = {}
-- Initialize current list with main key
local current_list = { main_key }
for i = #TABLE_CONTENT, 2, -1 do
local current_row = TABLE_CONTENT[i]
local new_list = {}
-- Check if it's the first iteration. If so, append phrases.
if i == #TABLE_CONTENT then
for _, keyword in ipairs(current_row.keywords) do
if not OPTIONS.no_max or (OPTIONS.no_max and keyword ~= 'total') then
local new_key = keyword .. '_' .. main_key
table.insert(new_list, new_key)
end
end
elseif current_row.is_visible then
-- Iterate through previous keys
for _, prev_key in ipairs(all_list) do
-- Append suffix for each keyword in current row
for _, keyword in ipairs(current_row.keywords) do
local new_key = prev_key .. '_' .. keyword
-- If needed, move the suffix to the rightmost of main_key.
if current_row.keyword_next_to_main_key then
new_key = prev_key:gsub(main_key, main_key .. '_' .. keyword)
end
table.insert(new_list, new_key)
end
end
end
-- Append new_list to all_list
for _, new_key in ipairs(new_list) do
table.insert(all_list, sortPassives(new_key))
end
end
return all_list
end
function doInitialCell(new_row)
return new_row:tag('th'):wikitext('Mode')
end
function doHeaders()
local current_multiplier = 0 -- Keeps track of the number of cells to spawn
local initial_header_cell -- The leftmost cell that says "Mode"
local iterations = 0 -- Keeps track of iterations that successfully rendered something. Required to tell the initial cell how many columns to span.
for row_index, row in ipairs(TABLE_CONTENT) do
if row.is_visible then
local new_row = TABLE:new()
local next_multiplier = 0
-- Only spawn the initial cell in the first generated row.
if iterations == 0 and not initial_header_cell then
initial_header_cell = doInitialCell(new_row)
end
--[[
We need to know how the colspan will look like.
So the solution is to loop through the table again and check how many cells will be spawned.
And also multiply everything, because it is exponential.
]]
local colspan_value = 1
for k, v in ipairs(TABLE_CONTENT) do
if k > row_index and v.is_visible then
colspan_value = colspan_value * #v.text
end
end
-- Now we can spawn our header cells depending on what is known.
for i = 1, (current_multiplier == 0 and 1 or current_multiplier), 1 do
for _, text in ipairs(row.text) do
local new_cell = new_row:tag('th')
new_cell:attr('colspan', colspan_value):wikitext(text)
next_multiplier = next_multiplier + 1
end
end
current_multiplier = next_multiplier
iterations = iterations + 1
end
end
-- Apply rowspan of the same value as iteration count.
initial_header_cell:attr('rowspan', iterations)
end
function doContentByMode(mode)
local mode_row = TABLE:new()
mode_row:tag('td'):wikitext(frame:expandTemplate { title = mode })
local damage_entries = returnDamageInOrder()
for _, damage_key in ipairs(damage_entries) do
if args.dump_names ~= 'true' then
local damage_number = WITH_RANGE[mode][damage_key]
-- Display ranges.
if damage_number and damage_number.min == damage_number.max then
damage_number = damage_number.min
elseif damage_number then
damage_number = damage_number.min ..
'<span style="white-space: nowrap;"> ~</span> ' .. damage_number.max
end
mode_row:tag('td'):wikitext(damage_number
-- Error out if it doesn't exist
or frame:expandTemplate {
title = 'color',
args = { 'red', '#ERROR' }
})
else
mode_row:tag('td'):wikitext(damage_key)
end
end
end
function doTable()
doHeaders()
doContentByMode('PvE')
doContentByMode('PvP')
end
doTable()
-- Dump all values if wanted.
if args.dump == 'true' then
return inspect_dump(WITH_RANGE, frame)
end
return tostring(TABLE)
end
return p