Module:Spell cost table
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This documentation is transcluded from Template:No documentation/doc. [edit] [history] [purge]
This module does not have any documentation. Please consider adding documentation at Module:Spell cost table/doc. [edit]
Module:Spell cost table's function main is invoked by Template:Spell cost table.
Module:Spell cost table requires Module:Coins.
Module:Spell cost table requires Module:Exchange.
-- <pre>
local p = {}
local gep = require('Module:Exchange')._price
local coins = require('Module:Coins')._amount
local combo_runes = {
['mist rune'] = { ['air rune'] = true, ['water rune'] = true },
['dust rune'] = { ['air rune'] = true, ['earth rune'] = true },
['mud rune'] = { ['water rune'] = true, ['earth rune'] = true },
['smoke rune'] = { ['air rune'] = true, ['fire rune'] = true },
['steam rune'] = { ['water rune'] = true, ['fire rune'] = true },
['lava rune'] = { ['earth rune'] = true, ['fire rune'] = true }
}
local non_rune_items = {
['banana'] = 1,
['unpowered orb'] = true,
['soft clay'] = true,
}
local staves = {
--[[Weapon Structure
Weapons are structured to allow specification of when and how they are included in the table. The structure for each entry is detailed below.
<<Parameters>>
name : The name of the item
['_____'] : The name of a fully provided rune (or item), should be set to true
conditions : (Optional) An array of conditions for item (or Modifier) inclusion, detailed below
alternatives : (Optional) A list of alternative items, these will be listed in an explain subscript if they haven't been included in the table
extras : (Optional Modifier) An array of additional items to the row, each item accepts conditions in addition to the parameters below
item : The name of the item
quantity : The amount of the item
negations : (Optional Modifier) An array of negations (i.e.) a chance to save a rune, conditions should be used to specify things such as rune type or required arguments
magnitude: The multiplier to negate by. Should be 1 - (% to save), e.g Kodai wand has 15% so magnitude is 1 - 0.15 = 0.85
offset: an offset to subtract. Final rune cost is (base cost - offset)*magnitude.
<<Conditions>>
args : An array of {argument, (optional) value} checks for arg, if a value is included it requires that specific value
runes : Array of rune types, should NOT be used at root level, i.e. should only be used as a condition for modifiers
rune_count : A minimum number of matching runes to be included, should ONLY be used at root level, i.e. shouldn't be used as a condition for modifiers
--]]
{ name = 'staff of air', ['air rune'] = true, alternatives = {'mist battlestaff', 'smoke battlestaff', 'dust battlestaff'} },
{ name = 'staff of water', ['water rune'] = true, alternatives = {'mist battlestaff', 'mud battlestaff', 'steam battlestaff', 'kodai wand'} },
{ name = 'staff of earth', ['earth rune'] = true, alternatives = {'dust battlestaff', 'mud battlestaff', 'lava battlestaff'} },
{ name = 'staff of fire', ['fire rune'] = true, alternatives = {'steam battlestaff', 'lava battlestaff', 'smoke battlestaff'} },
--We don't want to including combination staves unless they're actually granting a benefit
{ name = 'mud battlestaff', ['water rune'] = true, ['earth rune'] = true, conditions = { rune_count = 2 }},
{ name = 'steam battlestaff', ['water rune'] = true, ['fire rune'] = true, conditions = { rune_count = 2 } },
{ name = 'lava battlestaff', ['earth rune'] = true, ['fire rune'] = true, conditions = { rune_count = 2 } },
{ name = 'smoke battlestaff', ['air rune'] = true, ['fire rune'] = true, conditions = { rune_count = 2 } },
{ name = 'dust battlestaff', ['air rune'] = true, ['earth rune'] = true, conditions = { rune_count = 2 } },
{ name = 'mist battlestaff', ['air rune'] = true, ['water rune'] = true, conditions = { rune_count = 2 } },
--Staff of the dead and Kodai only need to be shown for offensive spells, thus we can condition their inclusion based on the is_offensive arg
{ name = 'staff of the dead', conditions = {args = {{'is_offensive'}}}, alternatives = {'staff of light, staff of balance, or toxic variant'}, negations = {{magnitude = 0.857}} },
{ name = 'kodai wand', ['water rune'] = true, conditions = {args = {{'is_offensive'}}}, negations = {{magnitude = 0.85}} },
--Partial negation should be conditioned upon the rune(s), placed INSIDE the negation parameter
{ name = "bryophyta's staff", negations = {{conditions = {runes = {'nature rune'}}, offset = (1/15)}} }
}
local offhands = {
--Tome of Fire only sometimes uses pages, so we want to condition the extras to the uses_pages arg that
{ name = 'tome of fire', ['fire rune'] = true, extras = {{conditions = {args = {{'uses_pages'}}}, item = 'Burnt page', quantity = 1/20 }} },
{ name = 'tome of water', ['water rune'] = true, extras = {{conditions = {args = {{'uses_pages'}}}, item = 'Soaked page', quantity = 1/20}} },
--(Following to be added on Sept 25th 2024)
{ name = 'tome of earth', ['earth rune'] = true, extras = {{conditions = {args = {{'uses_pages'}}}, item = 'Soiled page', quantity = 1/20}} },
}
function p.main(frame)
local args = frame:getParent().args
--Parse the numbered rune arguments into an array
local runes = {}
for i=1,10 do
if not args['Rune'..i] then
break
end
local rune = string.lower(args['Rune'..i])
-- Unless it's found in non-rune items, we assume that it's a rune and append " rune" to the end
if not non_rune_items[rune] then
rune = rune..' rune'
end
local num = tonumber(args['Rune'..i..'num'] or 1)
table.insert(runes,{rune,num,{}})
end
return p.create_table(runes, args)
end
-- We want backwards compatibility for the old module, until things are moved over
function p._main(runes, no_staff, uses_pages)
return p.create_table({['no_staff'] = no_staff, ['uses_pages'] = uses_pages})
end
function p.create_table(runes, args)
-- Create the headers and insert the first row for basic runes
local ret = mw.html.create('table')
:addClass('wikitable')
:tag('caption')
:wikitext('Spell cost')
:done()
:tag('tr')
:tag('th')
:wikitext('Input')
:done()
:tag('th')
:wikitext('Cost')
:done()
:done()
:tag('tr')
:tag('td')
:wikitext(make_pics(runes))
:done()
:tag('td')
:wikitext(total_price(runes))
:done()
:done()
-- Decide what combo runes can be used in the spell
local combos_used = {}
for i, v in pairs(combo_runes) do
local amtused = 0
local runes_temp = {}
for j, x in ipairs(runes) do
if v[x[1]] then
if x[2] > amtused then
amtused = x[2]
end
else
table.insert(runes_temp, x)
end
end
if amtused > 0 then
table.insert(runes_temp,{i, amtused,{}})
table.insert(combos_used,runes_temp)
end
end
if #combos_used > 0 then
ret:tag('tr')
:tag('th')
:attr('colspan','2')
:wikitext('Combo runes')
:done()
:done()
for _, v in ipairs(combos_used) do
ret:tag('tr')
:tag('td')
:wikitext(make_pics(v))
:done()
:tag('td')
:wikitext(total_price(v))
:done()
:done()
end
end
-- add relevant main-hands to the weapons table
local weapons = {}
local relevant_staves = {}
if (not args.nostaff and not args.no_staff) or (args.nostaff == 0 or args.no_staff == 0) then
relevant_staves = composeWeapons(staves, runes, args)
weapons = join (weapons, relevant_staves)
end
-- add relevant off-hands to the weapons table
local relevant_offhands = {}
if (not args.nooffhand and not args.no_offhand) and ((not args.nostaff and not args.no_staff) or (args.nostaff ~= 1 or args.no_staff ~= 1)) then
relevant_offhands = composeWeapons(offhands, runes, args)
weapons = join(weapons, relevant_offhands)
end
local relevant_combos = {}
-- add relevant main-+off-hand combinations to the weapons table
relevant_combos = compose_combinations(relevant_staves, relevant_offhands, runes, args)
local offhand_header = 'Off-hands'
if #relevant_combos > 0 then
offhand_header = 'Main and off-hands'
end
if #relevant_staves > 0 then
ret:tag('tr')
:tag('th')
:attr('colspan','2')
:wikitext('Main-hands')
:done()
:done()
ret = weapon_output(relevant_staves,runes,weapons,ret,args)
end
if #relevant_offhands > 0 then
ret:tag('tr')
:tag('th')
:attr('colspan','2')
:wikitext(offhand_header)
:done()
:done()
ret = weapon_output(relevant_offhands,runes,weapons,ret,args)
ret = weapon_output(relevant_combos,runes,weapons,ret,args)
end
return ret
end
-- Here we implement how conditions are checked.
function check_conditions(conditions, args, rune, rune_count)
local ret = true --create a return variable
if conditions.args then -- Scan through all args to make sure they match
for _, condition in ipairs(conditions.args) do
ret = ret and args[condition[1]] and ((not condition[2]) or (condition[2] == args[condition[1]]))
-- If an arg has no listed value, it's assumed that anything but a nil value is valid, otherwise check
end
end
if conditions.rune_count then ret = ret and rune_count >= conditions.rune_count end
if conditions.runes then -- Scan through all runes for which this condition applies, if a match is found, condition passes
local rune_present = false
for _, irune in ipairs(conditions.runes) do
rune_present = rune_present or rune == irune
end
ret = ret and rune_present
end
return ret
end
function composeWeapons(list, runes, args)
local a = {}
for i, v in ipairs(list) do
--Iterate through runes to search for a match on the staff's provided runes
local total = 0
local rune_count = 0
local has_negation = false
for j,k in ipairs(runes) do
total = total + 1
if v[k[1]] then
rune_count = rune_count + 1
else
for ineg, negation in ipairs(v.negations or {}) do
-- If the weapon has a negation and either fulfills its conditions OR has no conditions listed, apply it
has_negation = has_negation or (not negation.conditions or check_conditions(negation.conditions, args, k[1]))
end
-- No need to continue if negation is found
if has_negation then break end
end
end
if (not v.conditions or check_conditions(v.conditions, args, nil, rune_count)) and (has_negation or rune_count > 0) then
table.insert(a, {v})
end
end
return a
end
function compose_combinations(listA, listB, runes, args)
local ret = {}
for i_a, a in ipairs(listA) do
for i_b, b in ipairs(listB) do
-- eliminate redundancy e.g. fire staff + tome of fire is redundant
for _, rune_data in ipairs(runes) do
local rune_name = rune_data[1]
if (not a[1][rune_name] and b[1][rune_name]) then
table.insert(ret, {a[1], b[1]})
else
-- We want to check if the combined negations actually apply, so we calculate both negations then see if the combined is less than the staff's
local negationMagA = 1
for ineg, negation in ipairs(a[1].negations or {}) do
-- If the weapon has a negation and either fulfills its conditions OR has no conditions listed, apply it
if (not negation.conditions or check_conditions(negation.conditions, args, rune_data[1])) then
negationMagA = negationMagA * (negation.magnitude or 1)
end
end
local negationMagB = 1
for ineg, negation in ipairs(b[1].negations or {}) do
-- If the weapon has a negation and either fulfills its conditions OR has no conditions listed, apply it
if (not negation.conditions or check_conditions(negation.conditions, args, rune_data[1])) then
negationMagB = negationMagB * (negation.magnitude or 1)
end
end
if negationMagA*negationMagB < negationMagA then table.insert(ret, {a[1], b[1]}) end
end
end
end
end
return ret
end
function weapon_output(weapons, runes, all, ret, args)
--For each weapon, scan through the runes and choose what to display
for _, weapon_data in ipairs(weapons) do
local tbl = {}
for rune_i, rune_data in ipairs(runes) do
if weapon_data[1][rune_data[1]] or (weapon_data[2] and weapon_data[2][rune_data[1]]) then
-- do nothing
else
local negationMag = 1
local negationOffset = 0
local negations = weapon_data[1].negations or {}
if weapon_data[2] then negations = join(negations, weapon_data[2].negations or {}) end
for ineg, negation in ipairs(negations) do
-- If the weapon has a negation and either fulfills its conditions OR has no conditions listed, apply it
if (not negation.conditions or check_conditions(negation.conditions, args, rune_data[1])) then
negationMag = negationMag * (negation.magnitude or 1)
negationOffset = negationOffset + (negation.offset or 0)
end
end
if negationMag == 0 then
-- Do nothing
elseif negationMag < 1 or negationOffset > 0 then
table.insert(tbl, { rune_data[1], round( negationMag * (rune_data[2] - negationOffset), 2), {} })
else
table.insert(tbl, { rune_data[1], rune_data[2], {}} )
end
end
end
local extras = weapon_data[1].extras or {}
if weapon_data[2] then extras = join(extras, weapon_data[2].extras or {}) end
for i,v in ipairs(extras) do
if not v.conditions or check_conditions(v.conditions, args, {}) then
table.insert(tbl, {v.item, v.quantity, {}})
end
end
for i,weapon in ipairs(weapon_data) do
table.insert(tbl,{weapon.name, 0, weapon})
end
ret:tag('tr')
:tag('td')
:wikitext(make_pics(tbl, all))
:done()
:tag('td')
:wikitext(total_price(tbl))
:done()
:done()
end
return ret
end
function join(tbl1, tbl2)
local ret = tbl1
for _, item in ipairs(tbl2 or {}) do
table.insert(ret, item)
end
return ret
end
function round(n, digits)
local working = math.pow(10, digits)
local workingMod = math.fmod(n * working, 10)
if workingMod >= 5 then
return math.ceil(n * working)/working
else
return math.floor(n * working)/working
end
end
function make_pics(arg, others)
local runes = {}
for _, v in ipairs(arg) do
if type(v[1]) == 'table' then
local _v = v[1]
for _, w in ipairs(_v) do
table.insert(runes, {w, v[2]})
end
else
table.insert(runes, v)
end
end
local ret = {}
for _, v in ipairs(runes) do
if v[2] > 0 then
table.insert(ret,'<sup>'..v[2]..'</sup>')
end
table.insert(ret,'[[File:'..v[1]..'.png|link='..v[1]..']] ')
local alts = ""
local altNext = ""
for _, alt in ipairs(v[3].alternatives or {}) do
local weapon_present = false
for i, weapon in ipairs(others) do
if alt == weapon[1].name then
weapon_present = true
break
end
end
if not weapon_present then
if #alts == 0 then
alts = altNext
else
alts = alts..", "..altNext
end
altNext = alt
end
end
if #altNext ~= 0 then
if #alts == 0 then alts = altNext
else alts = alts..", or "..altNext end
table.insert(ret,"<sub class='explain' title='Alternatively, a "..alts.." can be used.' style='text-decoration:underline dotted'>Alt</sub>")
end
end
return table.concat(ret)
end
function total_price(runes)
local ret = 0
for _, v in ipairs(runes) do
if v[2] > 0 then
ret = ret + gep(v[1]) * v[2]
end
end
return coins(round(ret,0))
end
return p