Difference between revisions of "Module:WeaponData"
m (Weapon count indicator) |
(Append projectile count to damage values) |
||
Line 96: | Line 96: | ||
if (w.count and w.count > 1) then | if (w.count and w.count > 1) then | ||
w.name = w.name .. " x " .. w.count | w.name = w.name .. " x " .. w.count | ||
+ | end | ||
+ | if (w.projectiles and w.projectiles > 1) then | ||
+ | local append = " x " .. w.projectiles | ||
+ | if w.damage then w.damage = w.damage .. append end | ||
+ | if w.empdamage then w.empdamage = w.empdamage .. append end | ||
+ | if w.slowdamage then w.slowdamage = w.slowdamage .. append end | ||
+ | if w.disarmdamage then w.disarmdamage = w.disarmdamage .. append end | ||
+ | if w.shielddamage then w.shielddamage = w.shielddamage .. append end | ||
end | end | ||
Revision as of 07:24, 11 May 2024
This module is used to autogenerate the weapon infoboxes contained in unit infoboxes, by drawing data from Module:WeaponData/data. The intent is to ease updating of unit infoboxes on the wiki; ideally, only the one data page needing to be changed every release. The concept is taken from e.g. the Combat Card Data module on the Library of Ruina Wiki.
Unlike Module:UnitData, there is no template for this module. If it is desired to generate a weapon infobox outside its unit infobox, the module should be invoked directly, e.g.:
{{#invoke:WeaponData|printInfobox|defname=striderdetriment_gauss|name=Name override}}
Data page
Module:WeaponData/data is a central store of data used by Module:WeaponData to automatically populate weapon infoboxes.
The page is a Lua table written to the local file temp/weaponStats.lua
by the Wiki Data Export (dbg_wiki_export.lua
) widget in Zero-K. This widget should be run once each update and the data page on the wiki replaced accordingly. It should not be necessary to edit the data manually.
local getArgs = require('Module:Arguments').getArgs local weapon = {} local weaponData = mw.loadData('Module:WeaponData/data') local function addCustomLabel(templateArgs, key, value, index) if key then templateArgs["customlabel"..index] = key templateArgs["customdata"..index] = value else templateArgs["special"..index] = value end index = index + 1 end function weapon.getData(frame) if not frame then return '' end local weaponDefName = frame.args[1] local wd = weaponData[weaponDefName] if not (wd) then return 'weapondef ' .. weaponDefName .. ' not found' end local property = frame.args[2] local result = wd[property] if not result then result = '' end return result end local function addSpecialDataToTemplate(templateArgs, frameArgs, wd) local num = 1 for index, entry in ipairs(wd.extraData or {}) do if type(entry) == 'table' then if entry.type == 'shielddrain' then addCustomLabel(templateArgs, "Shield drain (HP/shot)", entry.drain, num) elseif entry.type == 'needs_link' then addCustomLabel(templateArgs, "Grid needed", entry.power, num) elseif entry.type == 'spawn' then addCustomLabel(templateArgs, "Spawns Unit", "[[" .. entry.name .. "]]", num) addCustomLabel(templateArgs, "Spawn Life (s)", entry.expire, num) elseif entry.type == 'areadamage' then local typeName = entry.grav and "Gravity Well" or "Ground Burn" if not grav then addCustomLabel(templateArgs, typeName .. " DPS", entry.dps, num) end addCustomLabel(templateArgs, typeName .. " radius (elmo)", entry.radius, num) addCustomLabel(templateArgs, typeName .. " duration (s)", entry.duration, num) elseif entry.type == 'stockpile' then addCustomLabel(templateArgs, "Stockpile time (s)", entry.time, num) if (entry.cost) then addCustomLabel(templateArgs, "Stockpile cost (M)", entry.cost, num) end end else if entry == 'hitscan' then addCustomLabel(templateArgs, nil, "Instantly hits", num) elseif entry == 'ignoreshield' then addCustomLabel(templateArgs, nil, "Ignores shields", num) elseif entry == 'smoothsground' then addCustomLabel(templateArgs, nil, "Smooths ground", num) elseif entry == 'hightraj' then addCustomLabel(templateArgs, nil, "High trajectory", num) elseif entry == 'trajtoggle' then addCustomLabel(templateArgs, nil, "Trajectory toggle", num) elseif entry == 'watercapable' then addCustomLabel(templateArgs, nil, "Water capable", num) elseif entry == 'friendlyfire' then addCustomLabel(templateArgs, nil, "Potential friendly fire", num) elseif entry == 'nofriendlyfire' then addCustomLabel(templateArgs, nil, "No friendly fire", num) elseif entry == 'nogroundcollide' then addCustomLabel(templateArgs, nil, "Passes through ground", num) elseif entry == 'piercing' then addCustomLabel(templateArgs, nil, "Damage increase vs large units", num) elseif entry == 'damagefalloff' then addCustomLabel(templateArgs, nil, "Damage falls off with range", num) elseif entry == 'inaccuratevsmoving' then addCustomLabel(templateArgs, nil, "Inaccuracy vs moving targets", num) elseif entry == 'interceptedbyantinuke' then addCustomLabel(templateArgs, nil, "Can be shot down by antinukes", num) end end end end function weapon.getInfoboxTemplate(frame) local args = frame.args local tbl = {title = "Infobox zkweapon", args = {}} local w = tbl.args local wd = weaponData[args.defname] if not (wd) then return 'weapondef ' .. args.defname .. ' not found' end addSpecialDataToTemplate(w, args, wd) for key, value in pairs(wd) do w[key] = args[key] or value end w.extraData = nil if (w.count and w.count > 1) then w.name = w.name .. " x " .. w.count end if (w.projectiles and w.projectiles > 1) then local append = " x " .. w.projectiles if w.damage then w.damage = w.damage .. append end if w.empdamage then w.empdamage = w.empdamage .. append end if w.slowdamage then w.slowdamage = w.slowdamage .. append end if w.disarmdamage then w.disarmdamage = w.disarmdamage .. append end if w.shielddamage then w.shielddamage = w.shielddamage .. append end end return tbl end function weapon.printInfobox(frame) return frame:expandTemplate(weapon.getInfoboxTemplate(frame)) end return weapon