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                 end  |                  end  | ||
                 table.insert(  |                  table.insert(temp, "* " .. positive .. attrValue .. operator .. " " .. attrName)  | ||
             end  |              end  | ||
         end  |          end  | ||
     end  |      end  | ||
     table.sort(  |      table.sort(temp, function(a, b)  | ||
         return p.indexOf(attributeList, a) < p.indexOf(attributeList, b)  |          return p.indexOf(attributeList, a:sub(1, a:find("\*") - 1)) < p.indexOf(attributeList, b:sub(1, b:find("\*") - 1))  | ||
     end)  |      end)  | ||
    for i, v in ipairs(temp) do  | |||
        table.insert(out, v:sub(v:find("\*"), -1))  | |||
    end  | |||
     return table.concat(out, "\n")  |      return table.concat(out, "\n")  | ||
Revision as of 06:48, 13 April 2025
Documentation for this module may be created at Module:HeroInfo/doc
local p = {
    split = function(str, sep)
        if (str == nil) then return {} end
        local result = {}
        for match in (str..sep):gmatch("([^"..sep.."]+)") do
            table.insert(result, match)
        end
        return result
    end,
    indexOf = function(t, value)
        for i, v in ipairs(t) do
            if v == value then
                return i
            end
        end
        return -1
    end
}
function p.attributes( frame )
    local attributeList = {"ARROW_DAMAGE", "BASE_SPEED", "BASE_SPEED_LEVELS", "BOW_DRAWBACK", "DAMAGE_REDUCTION", "FALL_RESISTANCE", "FISKTAG_ARMOR", "FISKTAG_HEALTH", "IMPACT_DAMAGE", "JUMP_HEIGHT", "KNOCKBACK", "MAX_HEALTH", "PUNCH_DAMAGE", "REACH_DISTANCE", "SPRINT_SPEED", "STEP_HEIGHT", "WEAPON_DAMAGE"}
    
    local args = frame.args
    local out = {}
    for i, v in ipairs(attributeList) do
        local attr = args[v] or args[v:lower()]
        if attr ~= nil then
            local attrName = p.split(v:lower(), "_")
            for j, k in ipairs(attrName) do
                attrName[j] = k:sub(1, 1):upper() .. k:sub(2)
            end
            attrName = table.concat(attrName, " ")
            local attrValue = tonumber(p.split(attr, ";")[1])
            if attrValue then
                local operator = p.split(attr, ";")[2] or ""
                if operator == "0" then
                    operator = ""
                end
                if operator == "1" then
                    operator = "%"
                end
                if operator == "%" then
                    attrValue = attrValue * 100
                end
                local positive
                if (tonumber(attrValue) > 0) then
                    positive = "+"
                end
                table.insert(temp, "* " .. positive .. attrValue .. operator .. " " .. attrName)
            end
        end
    end
    table.sort(temp, function(a, b)
        return p.indexOf(attributeList, a:sub(1, a:find("\*") - 1)) < p.indexOf(attributeList, b:sub(1, b:find("\*") - 1))
    end)
    for i, v in ipairs(temp) do
        table.insert(out, v:sub(v:find("\*"), -1))
    end
    return table.concat(out, "\n")
end
function p.keybinds( frame )
    local keybindCodes = {}
    keybindCodes[-1] = "Left Click"
    for i = 1, 5 do
        keybindCodes[i] = "Ability " .. i
    end
    local modifiers = {"sneaking", "on the ground", "in the air", "flying"}
    local args = frame.args
    local out = {}
    for i, v in ipairs(args) do
        local keybindInfo = p.split(args[v], ";")
        local keybindLabel = keybindInfo[1]
        local keybindSlot = tonumber(keybindInfo[2])
        keybindSlot = keybindCodes[keybindSlot] or keybindSlot
        local keybindModifier = tonumber(keybindInfo[3])
        keybindModifier = modifiers[keybindModifier] or keybindModifier
        local mod = ""
        if (keybindModifier) then
            mod = " (while " .. keybindModifier .. ")"
        end
        table.insert(out, "* " .. keybindLabel .. " - " .. keybindSlot .. mod)
    end
end
return p