Module:LevelStats

From Super Fantasy Kingdom Wiki
Jump to navigation Jump to search
Template-info.svg Documentation

Displays a stat table for units for multiple levels. Parameter names are the stat abbreviations, for the first level just the two letters, for the 10th level the stat abbreviation with suffix 10, e.g. dm=5 for damage 5 in level 1 and dm10=20 for damage 20 in level 10. Values are interpreted linerarly for the other levels.

For units use exp=true for exponential stat growth.

To display a gain indicator, use gainIndicator=true.

{{LevelStats
|dm=5|dm10=53
|hp=11|hp10=50
|sh=13|sh10=100
|cr=5%
|pd=0%
|md=0%
}}
Stats12345678910
Damage.png Damage5101621263237424853
Health.png Health11152024283337414650
Shield.png Shield132332425261718190100
Critical Chance.png Critical Chance5%5%5%5%5%5%5%5%5%5%
Physical Defense.png Physical Defense0%0%0%0%0%0%0%0%0%0%
Magical Defense.png Magical Defense0%0%0%0%0%0%0%0%0%0%
{{LevelStats
|exp=true
|dm=5|dm10=63
|hp=10|hp10=68
|sh=19|sh10=116
|cr=0%
|pd=0%
|md=0%
}}
Stats12345678910
Damage.png Damage581318243138465463
Health.png Health10131823293643515968
Shield.png Shield1925324151627588101116
Critical Chance.png Critical Chance0%0%0%0%0%0%0%0%0%0%
Physical Defense.png Physical Defense0%0%0%0%0%0%0%0%0%0%
Magical Defense.png Magical Defense0%0%0%0%0%0%0%0%0%0%
{{LevelStats
|exp=true
|baseIndicator=true
|gainIndicator=true
|dm=5|dm10=63
|hp=10|hp10=68
|sh=19|sh10=116
|cr=0%
|pd=0%
|md=0%
}}
StatsBase Gain12345678910
Damage.png DamageStatBase1.png StatGain3.png581318243138465463
Health.png HealthStatBase2.png StatGain2.png10131823293643515968
Shield.png ShieldStatBase2.png StatGain2.png1925324151627588101116
Critical Chance.png Critical ChanceStatBase0.png StatGain0.png0%0%0%0%0%0%0%0%0%0%
Physical Defense.png Physical DefenseStatBase0.png StatGain0.png0%0%0%0%0%0%0%0%0%0%
Magical Defense.png Magical DefenseStatBase0.png StatGain0.png0%0%0%0%0%0%0%0%0%0%

Code at Module:LevelStats, doc at Template:LevelStats/doc.


local p = {}

local statNames = require ('Module:Stats/StatNames')

function p.levelStats(f)
	return p.create(f:getParent().args)
end

function p.create(args)	
	local statRows = {}
	
	local levelCount = 10
	local useExponentialGain = args.exp ~= nil
	local useGainIndicator = args.gainIndicator ~= nil
	local useBaseIndicator = args.baseIndicator ~= nil
	
	for _, statAbbName in ipairs(statNames) do
		local statAbbreviation = statAbbName[1]
		local statValue = args[statAbbreviation]
		if statValue ~= nil and statValue ~= '' then
			local statName = statAbbName[2]
			local statValueLast = args[statAbbreviation..levelCount] or statValue
			table.insert(statRows, p.StatEntryRow(statName, statValue, statValueLast, levelCount, useExponentialGain, useBaseIndicator, useGainIndicator))
		end
	end
	
	if #statRows == 0 then
	  return ''
	end
	
	local headers = {'<th>Stats</th>'}
	if useBaseIndicator then
		if useGainIndicator then
			table.insert(headers, '<th>Base Gain</th>')
		else
			table.insert(headers, '<th>Base</th>')
		end
	elseif useGainIndicator then
		table.insert(headers, '<th>Gain</th>')
	end
	
	for i=1,levelCount do
		table.insert(headers, '<th>'..i..'</th>')
	end
	
	return '<table class="wikitable right"><tr>'..table.concat(headers, '')..'</tr>'..
	  table.concat(statRows, '')..'</table>'
end

function p.StatEntryRow(name, val, valLast, levelCount, useExponentialGain, useBaseIndicator, useGainIndicator)
	local statColumns = {'<td style="text-align:left;">[[File:'..name..'.png|16x16px]] [['..name..']]</td>'}
	
	-- parsing value
	local val, unit  = string.match(val, '^(%d*%.?%d*) ?(.*)$')
	local valLast, _  = string.match(valLast, '^(%d*%.?%d*) ?(.*)$')
	
	val = tonumber(val)
	valLast = tonumber(valLast)
	
	if useBaseIndicator or useGainIndicator then
		local baseIndicatorImage = ''
		local gainIndicatorImage = ''
		
		if useBaseIndicator then
			local baseIndicator = 0
			if val > 0 then
				if val < 10 then baseIndicator = 1
				elseif val < 50 then baseIndicator = 2
				else baseIndicator = 3 end
			end
			baseIndicatorImage = '[[File:StatBase'..baseIndicator..'.png|12px]]'
		end
		
		if useGainIndicator then
			local gainIndicator = 0
			if valLast > val and val > 0 then
				local gainFactor = valLast / val
				if gainFactor > 10 then gainIndicator = 3
				elseif gainFactor > 5 then gainIndicator = 2
				elseif gainFactor > 1 then gainIndicator = 1 end
			end
			gainIndicatorImage = ' [[File:StatGain'..gainIndicator..'.png|12px]]'
		end
	
		table.insert(statColumns, '<td style="text-align:center;">'..baseIndicatorImage..gainIndicatorImage..'</td>')
	end
	
	local rowClass = ''
	
	if val == valLast then
		for i=1,levelCount do
			table.insert(statColumns, '<td>'..val..unit..'</td>')
		end
		if useGainIndicator then
			rowClass = ' class="grey-from4"'
		else
			rowClass = ' class="grey-from3"'
		end
	else
		if useExponentialGain then
			-- first calculate true base value, level 1 already has a bonus applied
			local gainLastLevel = math.floor((valLast - val)/(1-(1/levelCount)^1.5) + 0.5)
			local baseValue = valLast - gainLastLevel
			for i=1,levelCount do
				table.insert(statColumns, '<td>'..(baseValue + math.floor(gainLastLevel * (i/levelCount)^1.5 + 0.5))..unit..'</td>')
			end
		else
			-- stat value increase linearly by level
			local gainPerLevel = (valLast - val)/(levelCount-1)
			for i=0,levelCount-1 do
				table.insert(statColumns, '<td>'..(val + math.floor(i*gainPerLevel + 0.5))..unit..'</td>')
			end
		end
	end
	
	return '<tr'..rowClass..'>'..table.concat(statColumns, '')..'</tr>'
end

return p