Module:Item/sandbox
From Fallen London Wiki
Documentation for this module may be created at Module:Item/sandbox/doc
local itemlist = require("Module:ItemList")
local p = {}
function quality_from_effect(effect)
local quality, sign, value = string.match(effect, "%[%[File:.*link=([^%|]*)%|alt=%]%] %[%[%1%]%]%s+([%+-])(%d+)")
value = tonumber(value)
if sign == '-' then
value = value * -1
end
if quality and value then mw.smw.set({["Has effect"] = quality .. ";" .. value}) end
return quality, value
end
--[[
Create Best-in-Slot text for the item
Input parameters:
@class: item class (e.g. "Hats", etc.)
@quality: quality to check (e.g. "Shadowy". Can also be "BDR")
@value: value of quality effect for this item (e.g. "2" or "-4")
@fate: non-nil if this is a Fate item
@retired: true it retired
The function returns the values:
@bis: Best-in-Slot text for the item. nil if not actually Best-in-Slot
@errors: Error categories if something went wrong in the parsing
]]
function bis_msg(class, quality, value, name, fate, retired)
local attributes = {
["Watchful"] = true,
["Shadowy"] = true,
["Persuasive"] = true,
["Dangerous"] = true,
["Bizarre"] = true,
["Dreaded"] = true,
["Respectable"] = true,
["A Player of Chess"] = true,
["Artisan of the Red Science"] = true,
["Glasswork"] = true,
["Kataleptic Toxicology"] = true,
["Mithridacy"] = true,
["Monstrous Anatomy"] = true,
["Shapeling Arts"] = true,
["Neathproofed"] = true,
["Zeefaring"] = true,
["BDR"] = true
}
local item_class = {
["Burden"] = true,
["Hat"] = true,
["Clothing"] = true,
["Gloves"] = true,
["Weapon"] = true,
["Boots"] = true,
["Companion"] = true,
["Treasure"] = true,
["Destiny"] = true,
["Affiliation"] = true,
["Transport"] = true,
["Home Comfort"] = true,
["Ship"] = true,
["Spouse"] = true,
["Club"] = true
}
if (not quality) or (quality == nil) or (not item_class[class]) then
-- Either we can't parse the effects field or the item class is a non-equipable class
return nil, "[[Category:Items with Malformed Effects Field]]"
end
-- any effect less than 0 is not interesting here
-- if (value <= 0) then
-- return nil, nil
-- end
local qualifier = nil
local bis = nil
local is_bdr = false
if (attributes[quality]) then
if (quality == "BDR") then
is_bdr = true
quality = "Respectable,Dreaded,Bizarre"
end
local success, max_values = pcall(itemlist.find_minmax, class, quality, "max", name)
if not success or not max_values then
-- In case the call throws an exception. Hopefully will never happen.
return nil, "[[Category:Items with Module Error Parsing Effects]]"
end
local has_mood = false
if (max_values.value > max_values.no_mood) then
has_mood = true
end
local count = 0
if (value >= max_values.value) then
bis = ""
if (value == max_values.value) then
count = max_values.count
end
elseif (value >= max_values.no_mood) then
bis = "non-[[Mood]] "
if (value == max_values.no_mood) then
count = max_values.no_mood_count
end
elseif ((fate == nil) and (value >= max_values.no_fate)) then
bis = "non-Fate "
if (value == max_values.no_fate) then
count = max_values.no_fate_count
end
if (has_mood) then
bis = bis .. "non-[[Mood]] "
end
end
if (bis) then
bis = (count > 0 and "Shared" or "Strict") .. " Best-in-Slot " .. bis
bis = bis .. (is_bdr and "[[BDR]] item" or "item")
qualifier = bis
else -- try to determine worst-in-slot status
local wis = nil
local success, min_values = pcall(itemlist.find_minmax, class, quality, "min", name)
if not success or not min_values then
-- In case the call throws an exception. Hopefully will never happen.
return nil, "[[Category:Items with Module Error Parsing Effects]]"
end
local has_mood = false
if (min_values.value < min_values.no_mood) then
has_mood = true
end
local count = 0
if (value <= min_values.value) then
wis = ""
if (value == min_values.value) then
count = min_values.count
end
elseif (value <= min_values.no_mood) then
wis = "non-[[Mood]] "
if (value == min_values.no_mood) then
count = min_values.no_mood_count
end
elseif ((fate == nil) and (value <= min_values.no_fate)) then
wis = "non-Fate "
if (value == min_values.no_fate) then
count = min_values.no_fate_count
end
if (has_mood) then
wis = wis .. "non-[[Mood]] "
end
end
if (wis) then
wis = (count > 0 and "Shared" or "Strict") .. " Worst-in-Slot " .. wis
wis = wis .. (is_bdr and "[[BDR]] item" or "item")
qualifier = wis
end
end
end
return qualifier, nil
end
function set_smw(quality, value, bis)
if quality and value then
if bis then
mw.smw.set({["Has effect"] = quality .. ";" .. value ";" .. bis})
end
else
mw.smw.set({["Has effect"] = quality .. ";" .. value})
end
end
--[[
Show all effects which were passed to the calling Item template,
no matter if there is only the "Effect1" parameter, or if it goes to Effect100.
]]
function p.effects(frame)
targs = frame:getParent().args
res = ""
list = {}
name = frame.args.name
for k, v in pairs(targs) do
num = string.match(k, "^Effects(%d+)$")
if (num) then
table.insert(list, tonumber(num))
end
end
table.sort(list)
local total_bdr = 0
local has_bis = false
local retired = targs["Access"] and targs["Access"] == "Retired"
for _, num in ipairs(list) do
local effect = targs["Effects" .. num]
local quality, value = quality_from_effect(effect)
local bdr = {
["Bizarre"] = true,
["Dreaded"] = true,
["Respectable"] = true
}
res = res .. "*" .. effect .. "[[Category:" .. quality .. " Items]]"
-- special case: ignore. Companion can never be used while in London
if (name ~= "The Imperturbable Patroness") then
bis, errors = bis_msg(targs["Item Type"], quality, value, name, targs["Fate"], retired)
if (bis ~= nil) then
has_bis = true
res = res .. " (" .. bis .. ")"
end
if (errors ~= nil) then
res = res .. errors
end
if (bdr[quality]) then
total_bdr = total_bdr + value
end
end
res = res .. "\n"
end
-- If this is a BDR item, check separately for BDR Best-in-Slot
if (total_bdr > 0) then
bis, errors = bis_msg(targs["Item Type"], "BDR", total_bdr, name, targs["Fate"], retired)
if (bis ~= nil) then
res = res .. ":* " .. (has_bis and "Also: " or "") .. bis
res = res .. "\n"
end
if (errors ~= nil) then
res = res .. errors
end
end
set_smw(quality, value, bis)
return res
end
return p