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WIKI - Idle Pixel

Module:Enemies: Difference between revisions

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Line 24: Line 24:
{| class="article-table"
{| class="article-table"
! Enemy
! Enemy
!]] .. '[[File: Heart.png|20px]]' .. [[
!]] .. '[[File: Heart.png|20px]]' .. [[
!]] .. '[[File: Attack.png|20px]]' .. [[
!]] .. '[[File: Attack.png|20px]]' .. [[
!]] .. '[[File: Accuracy.png|20px]]' .. [[
!]] .. '[[File: Accuracy.png|20px]]' .. [[
!]] .. '[[File: Speed.png|20px]]' .. [[
!]] .. '[[File: Speed.png|20px]]' .. [[
!]] .. '[[File: Defence.png|20px]]' .. [[
!]] .. '[[File: Defence.png|20px]]' .. [[
|-
|-
|]] .. '[[' .. [[File: ]] .. (enemy['raw_image'] and enemy['raw_image'] or ((enemy['image'] or enemy[1]:gsub(' ', ''):gsub('%(', ''):gsub('%)', '')) .. 'Monster.png')) .. [[|40px|link=]] .. enemy[1] .. ']]' .. [[
|]] .. '[[' .. [[File: ]] .. (enemy['raw_image'] and enemy['raw_image'] or ((enemy['image'] or enemy[1]:gsub(' ', ''):gsub('%(', ''):gsub('%)', '')) .. 'Monster.png')) .. [[|40px|link=]] .. enemy[1] .. ']]' .. [[



Revision as of 20:22, 2 August 2024

Documentation for this module may be created at Module:Enemies/doc

u = require("Module:Util")
edb = require("Module:Enemy_DB")
adb = require("Module:Area_DB")
inspect = require("Module:InspectLua")
lt = require("Module:Loot_Table")
local p = {}
function round(n)
    return n + 0.5 - (n + 0.5) % 1
end
function p.enemy_table(enemy)
    local result = [[]]
    if next(enemy[8]) == nil then
        return ''
    end
    for _, e in ipairs(enemy[8]) do
        -- TODO: refactor 1 - 1 -> 1 conversion to loot table module if possible
        result = result .. lt.ltr({args= {e[1], (e[2] == e[3] and u.c(e[2]) or (u.c(e[2]) .. ' - ' .. u.c(e[3]))), e[4], e[6], e[5] and enemy[2], image=e['image']}})
    end
    return lt.lt({args= {result, area=enemy[2]}}) .. [[
]]
end
function p.enemy_stats(enemy)
	return [[
{| class="article-table"
! Enemy

!]] .. '[[File: Heart.png|20px]]' .. [[

!]] .. '[[File: Attack.png|20px]]' .. [[

!]] .. '[[File: Accuracy.png|20px]]' .. [[

!]] .. '[[File: Speed.png|20px]]' .. [[

!]] .. '[[File: Defence.png|20px]]' .. [[

|-

|]] .. '[[' .. [[File: ]] .. (enemy['raw_image'] and enemy['raw_image'] or ((enemy['image'] or enemy[1]:gsub(' ', ''):gsub('%(', ''):gsub('%)', '')) .. 'Monster.png')) .. [[|40px|link=]] .. enemy[1] .. ']]' .. [[

|]] .. enemy[7] .. [[

|]] .. enemy[3] .. [[

|]] .. enemy[4] .. [[

|]] .. enemy[5] .. [[

|]] .. enemy[6] .. [[

|}

]] .. p.enemy_table(enemy)
end

function p.enemy_zone_tabber(areaEnemies)
    local enemies = {}
    result =  [[<ul id="dtabs]]
    if type(areaEnemies) == 'string' then
        for _, enemy in ipairs(edb) do
            if enemy[2] == areaEnemies then
                table.insert(enemies, enemy)
            end
        end
    else
        enemies = areaEnemies
    end
    result = result .. enemies[1][2] .. [[">
]]
    for idx, e in ipairs(enemies) do
		if not (idx == 1) then 
			result = result .. ","
		end
        result = result .. e[1]
    end
	result = result .. [[</ul>]]
    for _, e in ipairs(enemies) do
        result = result .. [[<div id="]] .. string.lower(string.gsub(e[1], "%s", "")) .. [[">
]] .. p.enemy_stats(e):gsub('|', '{{!}}') .. [[
</div>
]]
    end
    return result
end 

function p.enemy_all_tabber()
    local result = [[<ul id="dtabsAllAreas">]]
	for idx, a in ipairs(adb) do
		if not (idx == 1) then 
			result = result .. ","
		end
        result = result .. a[1]
	end
	result = result .. [[</ul>]]
    local area = [[]]
    local enemies = {}
    for _, e in ipairs(edb) do
        if e[2] ~= area and area ~= [[]] then
            result = result .. [[<div id="]] .. string.lower(string.gsub(area, "%s", "")) .. [[">
]] .. p.enemy_zone_tabber(enemies) .. [[</div>
]]
            enemies = {}
        end
        table.insert(enemies, e)
        area = e[2]
    end
    return result .. [[<div id="]] .. string.lower(string.gsub(area, "%s", "")) .. [[">
]] .. p.enemy_zone_tabber(enemies) .. [[</div>]]
end

function p.enemy_zone_tabber2(areaEnemies)
    local enemies = {}
    local result = ""
    if type(areaEnemies) == 'string' then
        for _, enemy in ipairs(edb) do
            if enemy[2] == areaEnemies then
                table.insert(enemies, enemy)
            end
        end
    else
        enemies = areaEnemies
    end
    for index, e in ipairs(enemies) do
        result = [[<htmltag tagname="input" type="radio" class="dTabsRadio" name="]] .. e[2] .. [[" id="]] .. e[1] .. [["]]
        if index == 1 then
			result = result .. ' checked'
		end
		result = result .. [[></htmltag><htmltag tagname="label" for="]] .. e[1] .. [[" class="dTabsLabel">]] .. e[1] .. [[</htmltag>
        <div class="dTabsContent dTabsSubcontent">]] .. p.enemy_stats(e):gsub('|', '{{!}}') .. [[</div>]]
    end
    return result
end 

function p.enemy_all_tabber2()
    local result = [[<div class="dTabs">]]
	for idx, a in ipairs(adb) do
		result = result .. '<htmltag tagname="input" type="radio" class="dTabsRadio" name="Areas" id="' .. a[1] .. '"'
		if idx == 1 then
			result = result .. ' checked'
		end
		result = result .. [[></htmltag><htmltag tagname="label" for="]] .. a[1] .. [[" class="dTabsLabel">]] .. a[1] .. [[</htmltag>
		<div class="dTabsContent">]]
		result = result .. p.enemy_zone_tabber2(a[1]) .. [[</div>]]
    end
    return result .. [[</div>]]
end

function p.enemy_page_before(name)
    local enemy = nil
    if type(name) == 'table' then
        enemy = name
        name = name[1]
    else
        for _, e in ipairs(edb) do
            if e[1] == name then
                enemy = e
                break
            end
        end
    end
    return [[
{{Infobox Monsters
| title= ]] .. enemy[1] .. [[
| image= ]] .. (enemy['raw_image'] and enemy['raw_image'] or ((enemy['image'] or enemy[1]:gsub(' ', ''):gsub('%(', ''):gsub('%)', '')) .. 'Monster.png'))  .. [[
| imagewidth= 90
| health= ]] .. enemy[7] .. [[
| damage= ]] .. enemy[3] .. [[
| accuracy= ]] .. enemy[4] .. [[
| speed= ]] .. enemy[5] .. [[
| defence= ]] .. enemy[6] .. [[
| areas= ]] .. enemy[2] .. [[
}}]]
end
function p.enemy_page_after(name)
    local enemy = nil
    if type(name) == 'table' then
        enemy = name
        name = name[1]
    else
        for _, e in ipairs(edb) do
            if e[1] == name then
                enemy = e
                break
            end
        end
    end
    return [[{{Navbox Monsters}}
]] .. '[[Category:' .. enemy[2] .. ']] [[Category:Monsters]]' .. [[
]]
end
function p.enemy_page(name)
    local enemy = nil
    for _, e in ipairs(edb) do
        if e[1] == name then
            enemy = e
            break
        end
    end
    return p.enemy_page_before(enemy) .. [[
== Loot == 
]] .. p.enemy_table(enemy) .. p.enemy_page_after(enemy)
end
function p.tep(frame)
    return p.enemy_page(frame.args[1] or frame:getParent():getTitle())
end
function p.tepb(frame)
    return p.enemy_page_before(frame.args[1] or frame:getParent():getTitle())
end
function p.tepa(frame)
    return p.enemy_page_after(frame.args[1] or frame:getParent():getTitle())
end
function p.tezt(frame)
    return p.enemy_zone_tabber(frame.args[1] or frame:getParent():getTitle())
end
function p.tet(frame)
    local name = frame.args[1] or frame:getParent():getTitle()
    for _, e in ipairs(edb) do
        if e[1] == name then
            return [[
== Loot == 
]] .. p.enemy_table(e)
        end
    end
end
function p.tes(frame)
    local name = frame.args[1] or frame:getParent():getTitle()
    for _, e in ipairs(edb) do
        if e[1] == name then
            return p.enemy_stats(e)
        end
    end
end
return p