Module:AmmoTable
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Documentation for this module may be created at Module:AmmoTable/doc
-- Module:AmmoTable creates a fancy-pants table of ammo -- declare p at the top, return p at the bottom. Functions of p are what's -- exposed to #invoke calls. local p = {} -- we use the getArgs function from the args module to get the args out -- of either the invoke call, or the template that called invoke. local getArgs = require('Module:Arguments').getArgs -- import the Gear module so that we can use its core.cargo.query function, -- which does the table joins for you. we'll only import 'core', which has -- the kind of library functions that we want. local gear = require('Module:Gear').core -- functions always take a frame as an argument. The frame describes the -- page that's calling the function function p.make_ammo(frame) -- just always start with this, trust me. local tpl_args = getArgs(frame, {parentFirst=true}) -- now, let's say the parameter on the template for this is just category, -- and the template gets a whole category of ammunition. local category = tpl_args['Category'] -- now we are going to query the ammo table. We want to replicate something -- similar to the ammo tables created by hand earlier, so we'll use the fields -- UIName, Tonnage, Capacity, and Effects. -- the database has both fields Name and UIName, and they're slightly different. -- check the database first and pick the one that fits best. local fields = 'Gear.UIName,Gear.Tonnage,Ammunition.Capacity,Gear.Bonuses,Ammunition.PerUnitCost' -- we only want the ammo types that match the category that the caller -- specified, so we'll set up a where argument. to make this easier, we -- will use string.format. local args = { where = string.format('Ammunition.Category="%s"', category) } local ammoRows = gear.cargo.query(gear.schema.ammunition, fields, args) -- now, we'll use scribunto's html library to build a pretty table -- start with, obviously, a table local ammoTable = mw.html.create('table') -- note here we use a colon : instead of a period. that's because this is -- a method call in Lua, not a function call. ammoTable:addClass('wikitable') -- now, we can set up the table headings local heading = ammoTable:tag('tr') heading:tag('th'):wikitext('Name') heading:tag('th'):wikitext('Tonnage') heading:tag('th'):wikitext('Capacity') heading:tag('th'):wikitext('Cost per shot') heading:tag('th'):wikitext('Effects') -- now we get to the meat of the code, where we're looping through the -- query results for _, ammo in ipairs(ammoRows) do local row = ammoTable:tag('tr') row:tag('td'):wikitext(ammo['Gear.UIName']) row:tag('td'):wikitext(ammo['Gear.Tonnage']) row:tag('td'):wikitext(ammo['Ammunition.Capacity']) row:tag('td'):wikitext(ammo['Ammunition.PerUnitCost']) -- now here comes a bit of a weird part. In blatant disregard for -- the First Normal Form, the Bonuses field is a comma-separated list. -- we want to make it pretty though, so what we'll do is put the bonuses -- in a ul tag local bonusList = row:tag('td'):tag('ul') for _, bonus in ipairs(mw.text.split(ammo['Gear.Bonuses'], ',')) do -- skip including CostPerShot in the bonuses list, because it's covered -- in its own column in the table. if (bonus == 'Caseless') then bonusList:tag('li'):wikitext([[Caseless Ammo increases recoil but fits more ammo per bin.]]) elseif (bonus == 'AlwaysStartsFire') then bonusList:tag('li'):wikitext([[Always ignites forests.]]) elseif (bonus == 'AlwaysStartsFireAnywhere') then bonusList:tag('li'):wikitext([[Always ignites all terrain.]]) elseif (bonus == 'SabotDmg: 20') then bonusList:tag('li'):wikitext([[HEAP does 20 more damage per shot.]]) elseif (bonus == 'SabotPercent: 25') then bonusList:tag('li'):wikitext([[HEAP does 25% more damage to armor and 25% less damage to structure.]]) elseif (bonus == 'FireTerrainSize: 1') then bonusList:tag('li'):wikitext([[Area Of Burning Terrain: 1]]) elseif (bonus == 'FireTerrainSize: 10') then bonusList:tag('li'):wikitext([[Area Of Burning Terrain: 10]]) elseif (bonus == 'FireTerrainDuration: 2') then bonusList:tag('li'):wikitext([[Duration Of Burning Terrain: 2]]) elseif (bonus == 'FireTerrainDuration: 4') then bonusList:tag('li'):wikitext([[Duration Of Burning Terrain: 4]]) elseif (bonus == 'FireTerrainStrength: 2') then bonusList:tag('li'):wikitext([[Strength Of Burning Terrain: 2]]) elseif (bonus == 'FireTerrainStrength: 20') then bonusList:tag('li'):wikitext([[Strength Of Burning Terrain: 20]]) elseif (bonus == 'OHDamage: 25%') then bonusList:tag('li'):wikitext([[25% bonus Damage against overheating Targets.]]) elseif (bonus == 'OHDamage: 10%') then bonusList:tag('li'):wikitext([[10% bonus Damage against overheating Targets.]]) elseif (bonus == 'ImpSight: -75%') then bonusList:tag('li'):wikitext([[Target has 75% reduced Sight for 2 Turns]]) elseif (bonus == 'ImpSensors: -30%') then bonusList:tag('li'):wikitext([[Target has 30% reduced Sensors for 2 Turns]]) elseif (bonus == 'Thunder') then bonusList:tag('li'):wikitext([[FASCAM munitions will create a minefield wherever a missile hit the ground.]]) elseif (bonus == 'ThunderCripple') then bonusList:tag('li'):wikitext([[FASCAM munitions automatically damage the triggering unit's legs and will stop movement through them if they damage leg structure directly.]]) elseif (bonus == 'Airburst') then bonusList:tag('li'):wikitext([[Airburst shells split into 4 bomblets after 210m, scattering their payload over the target area.]]) elseif (bonus == 'AirburstThumper') then bonusList:tag('li'):wikitext([[Airburst shells split into 10 bomblets after 300m, scattering their payload over the target area.]]) elseif (bonus == 'AirburstArrowIV') then bonusList:tag('li'):wikitext([[Airburst shells split into 20 bomblets after 300m, scattering their payload over the target area.]]) elseif (bonus == 'AirburstPenalty: 40%') then bonusList:tag('li'):wikitext([[40% damage penalty to direct hits before the airburst shell splits normally, so under 300m.]]) elseif (bonus == 'PlasmaNoBoom') then bonusList:tag('li'):wikitext([[Plasma Ammo does not explode.]]) elseif (bonus == 'ImpAccuracy: 1') then bonusList:tag('li'):wikitext([[Target has 1 reduced Accuracy for 2 Turns.]]) elseif (bonus == 'Acid: 20%') then bonusList:tag('li'):wikitext([[Targets take 20% more damage for 2 Turns - Multiple effects do not stack.]]) elseif (bonus == 'ThunderMines: 1') then bonusList:tag('li'):wikitext([[Mines Per Projectile: 1]]) elseif (bonus == 'ThunderMines: 2') then bonusList:tag('li'):wikitext([[Mines Per Projectile: 2]]) elseif (bonus == 'ThunderMines: 3') then bonusList:tag('li'):wikitext([[Mines Per Projectile: 3]]) elseif (bonus == 'ThunderChance: 80%') then bonusList:tag('li'):wikitext([[Mine Trigger Chance: 80%]]) elseif (bonus == 'ThunderChance: 20%') then bonusList:tag('li'):wikitext([[Mine Trigger Chance: 20%]]) elseif (bonus == 'ThunderAOERadius: 30') then bonusList:tag('li'):wikitext([[AOE Mine Explosion Radius: 30]]) elseif (bonus == 'ThunderRadius: 5') then bonusList:tag('li'):wikitext([[Mine Trigger Radius: 5]]) elseif (bonus == 'ThunderRadius: 6') then bonusList:tag('li'):wikitext([[Mine Trigger Radius: 6]]) elseif (bonus == 'ThunderDamage: 1') then bonusList:tag('li'):wikitext([[Direct Mine Damage: 1]]) elseif (bonus == 'ThunderDamage: 3') then bonusList:tag('li'):wikitext([[Direct Mine Damage: 3]]) elseif (bonus == 'ThunderDamage: 4') then bonusList:tag('li'):wikitext([[Direct Mine Damage: 4]]) elseif (bonus == 'ThunderDamage: 5') then bonusList:tag('li'):wikitext([[Direct Mine Damage: 5]]) elseif (bonus == 'ThunderHeatDamage: 1') then bonusList:tag('li'):wikitext([[Direct Mine Heat Damage: 1]]) elseif (bonus == 'ThunderHeatDamage: 3') then bonusList:tag('li'):wikitext([[Direct Mine Heat Damage: 3]]) elseif (bonus == 'ThunderHeatDamage: 5') then bonusList:tag('li'):wikitext([[Direct Mine Heat Damage: 5]]) elseif (bonus == 'ThunderAOEDamage: 5') then bonusList:tag('li'):wikitext([[AOE Mine Damage: 5]]) elseif (bonus == 'ThunderAOEDamage: 10') then bonusList:tag('li'):wikitext([[AOE Mine Damage: 10]]) elseif (bonus == 'ThunderAOEHeatDamage: 5') then bonusList:tag('li'):wikitext([[AOE Mine Heat Damage: 5]]) elseif (bonus == 'ThunderAOEStabDamage: 5') then bonusList:tag('li'):wikitext([[AOE Mine Stability Damage: 5]]) elseif not string.match(bonus, 'CostPerShot') then bonusList:tag('li'):wikitext(bonus) end end end -- finally, at the end, return the table we made return ammoTable end -- return p at the bottom, declare p at the top return p