Module:Inventory: Difference between revisions

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m (adjust previous fix)
mNo edit summary
 
Line 30: Line 30:
   --[logic for basic objects]--
   --[logic for basic objects]--


   --[Define favilink...]--
   --[special case for random items, ex: K-Goninon]--
   favilinked = frame:expandTemplate{title='Favilink id', args={objname,'displayname-tooltip-override'}}
   if objname == '$CALLBLUEPRINTMETHOD:Qud.API.EncountersAPI.GetAnItemBlueprint' then
  favilinkhtml = mw.html.create('div')  
    favilinkhtml = mw.html.create('div')
              :addClass('qud-inv-favilink-wrapper')
                :addClass('qud-inv-favilink-wrapper')
              :wikitext(favilinked)
                :node(mw.html.create('div')
                      :addClass('qud-inv-poptable-icon')
                      :wikitext('?'))
                      :node(mw.html.create('span')
                      :wikitext('Any random item'))


   --[If it can be found in the items or missle weapon table, define weapon html]--
   --[Otherwise, define typical favilink...]--
   local result = cargo.query('ItemsTable=IT,GeneralData=GD,MissileWeaponData=MWD',
   else
  'PlainName,Vibro,MaxPV,BasePV,Damage,PenetratingAmmo,GD.JoinKey=Page',
    favilinked = frame:expandTemplate{title='Favilink id', args={objname,'displayname-tooltip-override'}}
  { where='(GD._pageNamespace="0" OR GD._pageNamespace="10002") AND (GD.ObjectID="' .. objname .. '" OR GD.IDAliases HOLDS "' .. objname .. '")',
    favilinkhtml = mw.html.create('div')  
  default='0',
                :addClass('qud-inv-favilink-wrapper')
  limit='1',
                :wikitext(favilinked)
  join='GD.JoinKey=IT.JoinKey,GD.JoinKey=MWD.JoinKey'} )


  --[Exit if not found, it's an item that doesn't have combat data and only needs favilink and quantity]
    --[If it can be found in the items or missle weapon table, define weapon html]--
  if next(result) ~= nil then
    local result = cargo.query('ItemsTable=IT,GeneralData=GD,MissileWeaponData=MWD',
  --[If damage, return weapon html that specifies damage, PV and max PV]--
    'PlainName,Vibro,MaxPV,BasePV,Damage,PenetratingAmmo,GD.JoinKey=Page',
    { where='(GD._pageNamespace="0" OR GD._pageNamespace="10002") AND (GD.ObjectID="' .. objname .. '" OR GD.IDAliases HOLDS "' .. objname .. '")',
    default='0',
    limit='1',
    join='GD.JoinKey=IT.JoinKey,GD.JoinKey=MWD.JoinKey'} )


  local damage = result[1]['Damage']
    --[Exit if not found, it's an item that doesn't have combat data and only needs favilink and quantity]
  local piercingTemplate = ''
    if next(result) ~= nil then
  if result[1]['PenetratingAmmo'] ~= nil and result[1]['PenetratingAmmo'] == '1' then
     --[If damage, return weapon html that specifies damage, PV and max PV]--
     piercingTemplate = frame:expandTemplate{title='PV', args={'pierce'}}
  else
    piercingTemplate = frame:expandTemplate{title='PV'}
  end


  if damage ~= nil and damage ~= ''  then
    local damage = result[1]['Damage']
    if result[1]['Vibro'] == '1' then
    local piercingTemplate = ''
      pv = ''
     if result[1]['PenetratingAmmo'] ~= nil and result[1]['PenetratingAmmo'] == '1' then
     elseif result[1]['BasePV'] ~= nil then
      piercingTemplate = frame:expandTemplate{title='PV', args={'pierce'}}
      pv = result[1]['BasePV']
    else
       maxpv = result[1]['MaxPV']
       piercingTemplate = frame:expandTemplate{title='PV'}
     end
     end


     local pvstr = ''
     if damage ~= nil and damage ~= ''  then
      if result[1]['Vibro'] == '1' then
        pv = '≈'
      elseif result[1]['BasePV'] ~= nil then
        pv = result[1]['BasePV']
        maxpv = result[1]['MaxPV']
      end


    if maxpv ~= nil and maxpv ~= '' then
      local pvstr = ''
      pvstr = '<span style="color:#155352;">/' .. maxpv.. '</span>'
 
      if maxpv ~= nil and maxpv ~= '' then
        pvstr = '<span style="color:#155352;">/' .. maxpv.. '</span>'
      end
    --[Define weaponhtml]
      weaponhtml = mw.html.create('span')
                :addClass('qud-inline-weap-stats')
                :node(mw.html.create('span')
                      :addClass('qud-inline-damage')
                      :wikitext(frame:expandTemplate{title='Heart'} .. '<span class="qud-inline-damage">' ..
                        damage .. '</span> '.. piercingTemplate  ..
                        '<span class="qud-inline-pv">' .. pv ..'</span>' .. pvstr) )
     end
     end
  --[Define weaponhtml]
    weaponhtml = mw.html.create('span')
              :addClass('qud-inline-weap-stats')
              :node(mw.html.create('span')
                    :addClass('qud-inline-damage')
                    :wikitext(frame:expandTemplate{title='Heart'} .. '<span class="qud-inline-damage">' ..
                      damage .. '</span> '.. piercingTemplate  ..
                      '<span class="qud-inline-pv">' .. pv ..'</span>' .. pvstr) )
  end




  if weaponhtml ~= nil then
    if weaponhtml ~= nil then
    favilinkhtml:node(weaponhtml)
      favilinkhtml:node(weaponhtml)
  end
    end
    end
   end
   end
else
else
Line 96: Line 108:
                     :addClass('qud-inv-poptable-icon')
                     :addClass('qud-inv-poptable-icon')
                     :wikitext('?'))
                     :wikitext('?'))
  if objname == '$CALLBLUEPRINTMETHOD:Qud.API.EncountersAPI.GetAnItemBlueprint' then
                    :node(mw.html.create('span')
    favilinkhtml:node(mw.html.create('span')
                    :wikitext(descprefix .. '[[Population:' .. wikipagename .. '|' .. objname .. ']]'))
                    :wikitext('Any random item'))
  else
    favilinkhtml:node(mw.html.create('span')
                    :wikitext(descprefix .. '[[Population:' .. wikipagename .. '|' .. objname .. ']]'))
  end
end
end



Latest revision as of 01:01, 27 January 2023


local p = {}
local cargo= mw.ext.cargo
local favilink = require'Module:Favilink'

function p.main(frame)

local frame = mw.getCurrentFrame()
local pv = ''
local maxpv = ''
local quantity = frame.args[2] or '1'
local chance = frame.args[4] or '100'
local ispop = frame.args[5] or 'no'
local weaponhtml

--[Getting query results...]

local objname
local name
local favilinked
local favilinkhtml
 
if frame.args[1] ~= nil and frame.args[1] ~= '' then
  objname = mw.text.trim(frame.args[1])
else
  error "There is no argument specified! [[Category:pages with inventory errors]]"
end


if ispop ~= 'yes' then
  --[logic for basic objects]--

  --[special case for random items, ex: K-Goninon]--
  if objname == '$CALLBLUEPRINTMETHOD:Qud.API.EncountersAPI.GetAnItemBlueprint' then
    favilinkhtml = mw.html.create('div')
                 :addClass('qud-inv-favilink-wrapper')
                 :node(mw.html.create('div')
                      :addClass('qud-inv-poptable-icon')
                      :wikitext('?'))
                      :node(mw.html.create('span')
                      :wikitext('Any random item'))

  --[Otherwise, define typical favilink...]--
  else
    favilinked = frame:expandTemplate{title='Favilink id', args={objname,'displayname-tooltip-override'}}
    favilinkhtml = mw.html.create('div') 
                 :addClass('qud-inv-favilink-wrapper')
                 :wikitext(favilinked)

    --[If it can be found in the items or missle weapon table, define weapon html]--
    local result = cargo.query('ItemsTable=IT,GeneralData=GD,MissileWeaponData=MWD',
    'PlainName,Vibro,MaxPV,BasePV,Damage,PenetratingAmmo,GD.JoinKey=Page',
    { where='(GD._pageNamespace="0" OR GD._pageNamespace="10002") AND (GD.ObjectID="' .. objname .. '" OR GD.IDAliases HOLDS "' .. objname .. '")',
    default='0',
    limit='1',
    join='GD.JoinKey=IT.JoinKey,GD.JoinKey=MWD.JoinKey'} )

    --[Exit if not found, it's an item that doesn't have combat data and only needs favilink and quantity]
    if next(result) ~= nil then
    --[If damage, return weapon html that specifies damage, PV and max PV]--

    local damage = result[1]['Damage']
    local piercingTemplate = ''
    if result[1]['PenetratingAmmo'] ~= nil and result[1]['PenetratingAmmo'] == '1' then
      piercingTemplate = frame:expandTemplate{title='PV', args={'pierce'}}
    else
      piercingTemplate = frame:expandTemplate{title='PV'}
    end

    if damage ~= nil and damage ~= ''  then
      if result[1]['Vibro'] == '1' then
        pv = '≈'
      elseif result[1]['BasePV'] ~= nil then
        pv = result[1]['BasePV']
        maxpv = result[1]['MaxPV']
      end

      local pvstr = ''

      if maxpv ~= nil and maxpv ~= '' then
        pvstr = '<span style="color:#155352;">/' .. maxpv.. '</span>'
      end
    --[Define weaponhtml]
      weaponhtml = mw.html.create('span')
                 :addClass('qud-inline-weap-stats')
                 :node(mw.html.create('span')
                      :addClass('qud-inline-damage')
                      :wikitext(frame:expandTemplate{title='Heart'} .. '<span class="qud-inline-damage">' .. 
                         damage .. '</span> '.. piercingTemplate  .. 
                         '<span class="qud-inline-pv">' .. pv ..'</span>' .. pvstr) )
    end


    if weaponhtml ~= nil then
      favilinkhtml:node(weaponhtml)
    end
    end
  end
else
  --[logic for population tables]--
  local descprefix = 'Item from '
  if quantity == '*' then
    descprefix = 'Items from '
  end
  wikipagename = string.gsub(string.gsub(objname, '{', '*'), '}', '*')
  favilinkhtml = mw.html.create('div')
               :addClass('qud-inv-favilink-wrapper')
               :node(mw.html.create('div')
                    :addClass('qud-inv-poptable-icon')
                    :wikitext('?'))
                    :node(mw.html.create('span')
                    :wikitext(descprefix .. '[[Population:' .. wikipagename .. '|' .. objname .. ']]'))
end

local quantitystr = '*'
if quantity ~= '*' then
  quantitystr = 'x' .. quantity
end
local inventoryhtml = mw.html.create('div')
inventoryhtml
        :addClass('qud-inventory-item')
        :node(favilinkhtml)
        :node(mw.html.create('span')
             :addClass('qud-item-qty')
             :wikitext(quantitystr)
             :node(mw.html.create('span')
                  :addClass('qud-item-chance chance-' .. chance)
                  :wikitext('(' .. chance .. '%)')))
        

return tostring(inventoryhtml)

end

return p