Documentation for this module may be created at Module:ModuleLevelTable/doc
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-- Variant Comparison Tabs & Tables
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-- IMPORTANT! This assumes data is structured EXACTLY in this order!
--1 Nonsensical invoking ID
--2 |?Module:Name --Unused, here for debug purposes
--3 |?Module:VariantID
--4 |?Module:Pic
--5 |?Module:VersionReleased
--6 |?Module:Rarity
--7 |?Module:Socket
--8 |?Module:Class
--9 |?Module:MaxEnhancementLevel
--10 |?Module:CapacityCost0
--11 |?Module:ExclusiveCategory
--12 |?Module:Effect0
--13 |?Module:Effect1
--14 |?Module:Effect2
--15 |?Module:Effect3
--16 |?Module:Effect4
--17 |?Module:Effect5
--18 |?Module:Effect6
--19 |?Module:Effect7
--20 |?Module:Effect8
--21 |?Module:Effect9
--22 |?Module:Effect10
local p = {}
local parsedArray = {}
local costUpOrDown = 1 --TODO: Change to -1 when dealing with a Sub Module or Skill Module
local function import(frame)
if not frame.args.csv then
return "Error: ModuleLevelTable not passed an argument. Report this to Discord!"
end
local csvText = frame.args.csv
-- Put all the CSV lines into an array
for line in csvText:gmatch("[^\r\n]+") do
if line ~= "" then
local parsedLine = parseCSV(line)
parsedArray[#parsedArray+1] = parsedTable
end
end
if #parsedArray == 0 then
return "Error: ModuleLevelTable had no results. Report this to Discord!"
end
table.remove(parsedArray, 1) --The way that parsing works generates an empty first element.
-- I should figure it out and fix it, but... lazy
-- Removing it puts the first real element back in index 1
return "" --Just a sanity to make sure we got no errors
end
function parseCSV(csv)
local result = {}
local cell = ""
local inQuotes = false
for i = 1, #csv do
local char = csv:sub(i, i)
if char == '"' then
inQuotes = not inQuotes
elseif (char == '@' or char == '\n') and not inQuotes then
table.insert(result, cell)
cell = ""
else
cell = cell .. char
end
end
if cell == "" then
cell = "Q"
end
table.insert(result, cell)
return result
end
local function generateTabberLine(element_level)
local tabTitle = "\n\n|-| Level " .. tostring(element_level) .. " =\n"
local tableHeader = [[
{| class="wikitable" style="width:100%;"
|-
! Variant !! Rarity !! Socket !! Class !! Cost !! Exclusive !! Effect
]]
local tableContents = ""
for i = 1, #parsedArray do
local row =
"\n|-\n| " .. "[[" .. parsedArray[i][2] .. "#tab=".. parsedArray[i][3] .. "|" .. parsedArray[i][3] .. "]]" ..
" || " .. parsedArray[i][6] ..
" || " .. parsedArray[i][7] ..
" || " .. parsedArray[i][8] ..
" || " .. tostring(tonumber(parsedArray[i][10]) + (element_level * costUpOrDown)) ..
" || " .. parsedArray[i][11] ..
" || " .. parsedArray[i][12 + element_level] --Effect0 is element 12, plus whatever element level we're looking at
tableContents = tableContents .. row
end
local tableFooter = "\n|}"
local tabContent = tableHeader .. tableContents .. tableFooter
return tabTitle .. tabContent
end
local function getLargestTabIndex()
local largest = tonumber(parsedArray[1][9]) -- We're assuming max upgrade level is always the same. If not, this will need to be handled here.
if largest ~= nil then
return largest
end
return 10 --This is a safety in case the value has not been entered. Assume the max.
end
function p.process(frame)
local importResult = import(frame)
if importResult ~= "" then
return importResult
end
local largestTabIndex = getLargestTabIndex()
local tabberHeadder = "<tabber>\n"
local tabberContent = ""
for i = 0, largestTabIndex do
tabberContent = tabberContent .. generateTabberLine(i)
end
local tabberFooter = "\n</tabber>"
return frame:preprocess(tabberHeadder .. tabberContent .. tabberFooter)
end
return p