FANDOM


--This will eventually contain data for various weapons
--For use in automating assorted wiki functions and to reduce the number of updates needed
--But starting with Melee Stances
 
local p = {}
 
local WeaponModule = require( 'Module:Weapons' )
local Icon = require( "Module:Icon" )
local Shared = require( "Module:Shared" )
local Void = require( "Module:Void" )
local ResearchData = mw.loadData( "Module:Research/data" )
 
function p.getLabLink(factionName)
    if(ResearchData["Labs"][factionName] == nil) then
        return "[[Research]]"
    else
        local labName = ResearchData["Labs"][factionName].Name
        return "[[Research#"..labName.."|"..labName.." Research]]"
    end
end
 
function p.isResearch(itemName)
    for i, val in pairs(ResearchData["Research"]) do
        if(val.Name ~= nil and val.Name == itemName) then
            return true, val
        end
    end
    return false, nil
end
 
local function buildItemText(Item)
    if(Item == nil) then
        return " "
    end
 
    if(Item.Type == "Resource" or Item.Type == nil) then
        return Icon._Resource(Item.Name, nil, 'x32').."<br/>"..Shared.formatnum(Item.Count)
    elseif(Item.Type == "Item") then
        return Icon._Item(Item.Name, nil, 'x32').."<br/>"..Shared.formatnum(Item.Count)
    elseif(Item.Type == "PrimePart") then
        return Icon._Item("Prime "..Item.Name, nil, 'x32').."<br/>"..Shared.formatnum(Item.Count)
    elseif(Item.Type == "Weapon") then
        local itemWeapon = WeaponModule.getWeapon(Item.Name)
        if(itemWeapon.Image ~= nil) then
            return '[[File:'..itemWeapon.Image..'|36px|link='..itemWeapon.Name..']]<br/>'..Shared.formatnum(Item.Count)
        else
            return "[MISSING IMAGE: "..Item.Name.."]<br/>"..Shared.formatnum(Item.Count)
        end
    end
end
 
function p.buildWeaponCostBox(frame)
    local WeaponName = frame.args ~= nil and frame.args[1] or frame
    local Weapon = WeaponModule.getWeapon(WeaponName)
 
    if(Weapon == nil) then
        return "ERROR: "..WeaponName.." not found"
    elseif(Weapon.Cost == nil) then
        return "ERROR: "..WeaponName.." does not have Cost data"
    end
 
    local rowStart = '\n| rowspan="2" style="height:50px; width:50px;" |'
    local smallPart = '\n| style="text-align:left; padding: 0em 0.25em;" |'
    local lowRow = '\n| colspan="3" |<small>'
    if(Weapon.Cost.Parts ~= nil) then
        local primeParts = {}
        local foundryTable = '{| class="foundrytable" style="float:left;margin:auto"'
        foundryTable = foundryTable..'\n!colspan=6|[[Foundry|Manufacturing]] Requirements'
        foundryTable = foundryTable..'\n|-'
        foundryTable = foundryTable..rowStart
        --Adding Credit costs
        if(Weapon.Cost.Credits ~= nil) then
            foundryTable = foundryTable..Icon._Item("Credits").."<br/>"..Shared.formatnum(Weapon.Cost.Credits)
        else
            foundryTable = foundryTable..'N/A'
        end
 
        --Adding part costs
        for i=1, 4 do
            foundryTable = foundryTable..rowStart..buildItemText(Weapon.Cost.Parts[i])
            if(Weapon.Cost.Parts[i] ~= nil and Weapon.Cost.Parts[i].Type == "PrimePart") then
                if(primeParts[Weapon.Cost.Parts[i].Name] == nil) then
                    primeParts[Weapon.Cost.Parts[i].Name] = 1
                end 
            end
        end
 
        --Adding the time, market, and rush cost
        foundryTable = foundryTable..smallPart
        if(Weapon.Cost.Time ~= nil) then
            foundryTable = foundryTable.."Time: "..Weapon.Cost.Time.." hrs"
        else
            foundryTable = foundryTable..'N/A'
        end
        foundryTable = foundryTable..'\n|-'..smallPart
        if(Weapon.Cost.Rush ~= nil) then
            foundryTable = foundryTable..'Rush: '..Icon._Item("Platinum",nil, 20)..' '..Weapon.Cost.Rush
        else
            foundryTable = foundryTable..'N/A'
        end
        foundryTable = foundryTable..'\n|-'..lowRow..Icon._Item("Market", "text", 22)..' Price: '..Icon._Item("Platinum", nil, 20)..' '
        if(Weapon.Cost.MarketCost ~= nil) then
            foundryTable = foundryTable..Weapon.Cost.MarketCost
        else
            foundryTable = foundryTable.."N/A"
        end
        foundryTable = foundryTable..'</small>'..lowRow..Icon._Item("Blueprint", "text", 22)..' Price:'
        if(Weapon.Cost.BPCost ~= nil) then
            foundryTable = foundryTable..Icon._Item("Credits", nil, 22)
            foundryTable = foundryTable..Shared.formatnum(Weapon.Cost.BPCost)
        --This is for Heliocor and Simulor
        elseif
            (Weapon.Cost.BPStanding ~= nil) then
                foundryTable = foundryTable..Icon._Item("Standing", nil, 22)
                foundryTable = foundryTable..Shared.formatnum(Weapon.Cost.BPStanding)
                else
            foundryTable = foundryTable.."N/A"
        end
        foundryTable = foundryTable..'</small>'
 
        --Adding Prime drop locations if needed
        if(Shared.tableCount(primeParts) > 0) then
            local itemName = string.gsub(Weapon.Name, " Prime", "")
            foundryTable = foundryTable..'\n|-\n| colspan="6" | '
            foundryTable = foundryTable..'<div class="mw-collapsible mw-collapsed" style="width:100%;text-align:center;">'
            foundryTable = foundryTable.."'''Drop Locations'''"
            foundryTable = foundryTable..'\n<div class="mw-collapsible-content">'
            foundryTable = foundryTable..'\n{| style="width:100%;"\n|-\n|Blueprint||'..Void.item({args = {"PC", itemName, "Blueprint"}})
            for partName, i in Shared.skpairs(primeParts) do
                foundryTable = foundryTable..'\n|-\n|'..Icon._Item("Prime "..partName, "text")..'||'..Void.item({args = {"PC", itemName, partName}})
            end
            foundryTable = foundryTable..'\n|}'
            foundryTable = foundryTable..'\nLith/Meso/Neo/Axi refer to [[Void Relic]]s<br />([[Prime Vault|V]]) Denotes [[Prime Vault|Vaulted]] Void Relics<br />([[Baro Ki%27Teer|B]]) Denotes [[Baro Ki%27Teer]] Exclusive Void Relic</div></div>'
        end
 
        --Adding Research costs if needed
        local isResearch, weapRes = p.isResearch(Weapon.Name)
        if(isResearch) then
            foundryTable = foundryTable..'\n|-\n! colspan=6| '..p.getLabLink(weapRes.Lab)
            if(weapRes.Affinity ~= nil) then
                foundryTable = foundryTable..' '..Icon._Affinity("Clan").." "..Shared.formatnum(weapRes.Affinity)
            end
 
            foundryTable = foundryTable..'\n|-'..rowStart
            --Adding Credit costs
            if(weapRes.Credits ~= nil) then
                foundryTable = foundryTable..Icon._Item("Credits").."<br/>"..Shared.formatnum(weapRes.Credits)
            else
                foundryTable = foundryTable..'N/A'
            end
 
            --Adding part costs
            for i=1, 4 do
                foundryTable = foundryTable..rowStart..buildItemText(weapRes.Resources[i])
            end
 
            --Adding the time, market, and rush cost
            foundryTable = foundryTable..smallPart
            if(weapRes.Time ~= nil) then
                foundryTable = foundryTable.."Time: "..Shared.formatnum(weapRes.Time).." hrs"
            else
                foundryTable = foundryTable..'N/A'
            end
            foundryTable = foundryTable..'\n|-'..smallPart
            if(weapRes.Prereq ~= nil) then
                foundryTable = foundryTable..'Prereq: [['..weapRes.Prereq..']]'
            else
                foundryTable = foundryTable..'Prereq: N/A'
            end
 
            --Adding notes about clan sizes
            foundryTable = foundryTable..'\n|-\n| colspan = 6 |<small>'
            foundryTable = foundryTable..'[[File:LeaderBadgeGhostHolo.png|x26px|link=Clan#Clan Tier|Ghost Clan]] [[Clan#Clan Tier Multiplier|<span title="Clan Tier Multiplier">x1</span>]] &nbsp; '
            foundryTable = foundryTable..'[[File:LeaderBadgeShadowHolo.png|x26px|link=Clan#Clan Tier|Shadow Clan]] [[Clan#Clan Tier Multiplier|<span title="Clan Tier Multiplier">x3</span>]] &nbsp; '
            foundryTable = foundryTable..'[[File:LeaderBadgeStormHolo.png|x26px|link=Clan#Clan Tier|Storm Clan]] [[Clan#Clan Tier Multiplier|<span title="Clan Tier Multiplier">x10</span>]] &nbsp; '
            foundryTable = foundryTable..'[[File:LeaderBadgeMountainHolo.png|x26px|link=Clan#Clan Tier|Mountain Clan]] [[Clan#Clan Tier Multiplier|<span title="Clan Tier Multiplier">x30</span>]] &nbsp; '
            foundryTable = foundryTable..'[[File:LeaderBadgeMoonHolo.png|x26px|link=Clan#Clan Tier|Moon Clan]] [[Clan#Clan Tier Multiplier|<span title="Clan Tier Multiplier">x100</span>]]'
            foundryTable = foundryTable..'</small>'
        end
 
        foundryTable = foundryTable..'\n|}<div style="clear:left; margin:0; padding:0;"></div>[[Category:Automatic Cost Table]]'
        return foundryTable
    end
end
 
function p.getResourceCostRows(frame)
    local ResName = frame.args ~= nil and frame.args[1] or frame
    local Weapons = WeaponModule.getWeapons(function() return true end)
    local result = ""
 
    for key, weap in Shared.skpairs(Weapons) do
        --Adding Research costs if needed
        local resNum = 0
        local mainNum = 0
        if(weap.Cost ~= nil and weap.Cost.Parts ~= nil) then
            for i, val in pairs(weap.Cost.Parts) do
                if(val.Name == ResName) then
                    mainNum = val.Count
                end
            end
        end
        local isResearch, weapRes = p.isResearch(weap.Name)
        if(isResearch and weapRes.Resources ~= nil) then
            for i, val in pairs(weapRes.Resources) do
                if(val.Name == ResName) then
                    resNum = val.Count
                end
            end
        end
        if(resNum > 0 or mainNum > 0) then
            result = result..'\n|-\n| [['..weap.Name..']] || '..weap.Type..' || '
            if(mainNum > 0) then
                result = result..Shared.formatnum(mainNum)
            end
            if(resNum > 0) then
                result = result..' ('..Shared.formatnum(resNum)..')'
            end
        end
    end
 
    return result
end
 
return p