Difference between revisions of "Module:Monster"
(Include a set of monsters that need to be disambiguated) |
(Improve monsters_with_spell) |
||
Line 164: | Line 164: | ||
end | end | ||
+ | -- returns: | ||
+ | -- * 0 if monster doesn't have spell | ||
+ | -- * 1 if monster might have spell, depending on spell set | ||
+ | -- * 2 if monster always has spell | ||
local function monster_has_spell(monster, spell_name) | local function monster_has_spell(monster, spell_name) | ||
if not monster.Spellsets then | if not monster.Spellsets then | ||
− | return | + | return 0 |
end | end | ||
+ | local has = false | ||
+ | local all = true | ||
for _, spellset in ipairs(monster.Spellsets) do | for _, spellset in ipairs(monster.Spellsets) do | ||
+ | local contains = false | ||
for _, spell in ipairs(spellset) do | for _, spell in ipairs(spellset) do | ||
if spell.Spell == spell_name then | if spell.Spell == spell_name then | ||
− | + | contains = true | |
+ | break | ||
end | end | ||
end | end | ||
+ | has = has or contains | ||
+ | all = all and contains | ||
end | end | ||
− | return | + | if has then |
+ | if all then | ||
+ | return 2 | ||
+ | end | ||
+ | return 1 | ||
+ | end | ||
+ | return 0 | ||
end | end | ||
Line 212: | Line 228: | ||
function p.monsters_with_spell(frame) | function p.monsters_with_spell(frame) | ||
local spell_name = name_arg(frame) | local spell_name = name_arg(frame) | ||
− | local | + | local always = {} |
+ | local sometimes = {} | ||
for monster, monsterdata in pairs(data) do | for monster, monsterdata in pairs(data) do | ||
− | + | local has_spell = monster_has_spell(monsterdata, spell_name) | |
− | + | if has_spell > 0 then | |
+ | monster = disambig[monster] or (monster:gsub("^%l", string.upper)) | ||
+ | if has_spell == 1 then | ||
+ | table.insert(sometimes, monster) | ||
+ | elseif has_spell == 2 then | ||
+ | table.insert(always, monster) | ||
+ | end | ||
+ | end | ||
+ | end | ||
+ | table.sort(always, string_icmp) | ||
+ | table.sort(sometimes, string_icmp) | ||
+ | local ret = {} | ||
+ | if #always > 0 then | ||
+ | table.insert(ret, "The following enemies cast " .. spell_name .. ":") | ||
+ | for _, monster in ipairs(always) do | ||
+ | table.insert(ret, "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}}) | ||
end | end | ||
end | end | ||
− | table. | + | if #sometimes > 0 then |
− | + | table.insert(ret, "The following enemies may be able to cast " .. spell_name .. ", depending on their spell set:") | |
− | + | for _, monster in ipairs(sometimes) do | |
− | + | table.insert(ret, "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}}) | |
+ | end | ||
end | end | ||
return table.concat(ret, "\n") | return table.concat(ret, "\n") |
Revision as of 03:23, 15 December 2015
Documentation for this module may be created at Module:Monster/doc
local p = {} local data = mw.loadData('Module: Table of monsters') -- Taken from max_corpse_chunks in mon-util.cc local max_corpse_chunks = { Tiny = 1, Little = 2, Small = 3, Medium = 4, Large = 9, Big = 10, Giant = 12, } local function name_arg(frame) local name = frame.args[1] if not name or name == "" then name = mw.title.getCurrentTitle().text end return name end function p.glyph(frame) local name = name_arg(frame) local monster = data[name] or data[name:lower()] if monster then return frame:expandTemplate{title = monster.Colour, args = {monster.Glyph}} else -- probably obsolete monster; fall back to old templates return frame:expandTemplate{title = "glyph/" .. name} end end function p.monster_info(frame) local name = name_arg(frame) local monster = data[name] or data[name:lower()] if not monster then return name end local args = {} args.name = monster.Name args.glyph = frame:expandTemplate{title = monster.Colour, args = {monster.Glyph}} local flags = {} for i, v in ipairs(monster.Flags) do flags[i] = frame:expandTemplate{title = v} end args.flags = table.concat(flags, "<br>") local resistances = {} for i, v in ipairs(monster.Resistances) do resistances[i] = frame:expandTemplate{title = v} end if #resistances == 0 then args.resistances = "None" else args.resistances = table.concat(resistances, "<br>") end local vulnerabilities = {} for i, v in ipairs(monster.Vulnerabilities) do vulnerabilities[i] = frame:expandTemplate{title = v} end if #vulnerabilities == 0 then args.vulnerabilities = "None" else args.vulnerabilities = table.concat(vulnerabilities, "<br>") end if monster.Corpse ~= "No" then args.max_chunks = max_corpse_chunks[monster.Size] or 0 else args.max_chunks = 0 end args.meat = frame:expandTemplate{title = monster.Corpse .. " corpse"} args.xp = monster.XP args.holiness = frame:expandTemplate{title = monster.Holiness} args.magic_resistance = monster.MR local hp_min = monster.HD*monster["Base HP"] + monster["Fixed HP"] local hp_max = monster.HD*(monster["Base HP"]+monster["Rand HP"])+monster["Fixed HP"] if hp_min == hp_max then args.hp_range = hp_min else args.hp_range = ("%d-%d"):format(hp_min, hp_max) end args.avg_hp = (hp_min + hp_max)/2 args.armour_class = monster.AC args.evasion = monster.EV args.habitat = monster.Habitat args.speed = monster.Speed args.size = frame:expandTemplate{title = monster.Size} local item_use = {} for i, v in ipairs(monster["Item Use"]) do item_use[i] = frame:expandTemplate{title = v} end args.item_use = table.concat(item_use, "<br>") for i = 1, 4 do local attack = monster.Attacks[i] if attack then local typ = frame:expandTemplate{title = attack.Type .. " type"} local flavour = frame:expandTemplate{title = attack.Flavour .. " flavour"} args["attack" .. i] = ("%d (%s: %s)"):format(attack.Damage, typ, flavour) else args["attack" .. i] = "" end end args.hit_dice = monster.HD args.base_hp = monster["Base HP"] args.extra_hp = monster["Rand HP"] args.fixed_hp = monster["Fixed HP"] args.intelligence = frame:expandTemplate{title = monster.Intelligence .. " intelligence"} args.genus = monster.Genus args.species = monster.Species local infobox = frame:expandTemplate{title = "monster", args = args} local flavour = monster.Description if monster.Quote then flavour = flavour .. "\n----\n" .. monster.Quote:gsub("\n", "<br>") end flavour = frame:expandTemplate{title = "flavour", args = {flavour}} return infobox .. "\n" .. flavour end local roman = {"I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X"} function p.monster_spells(frame) local name = name_arg(frame) local monster = data[name] or data[name:lower()] local ret = "==Spells==\n[[Category:Spellcaster]]" local cleared = false for i, spells in ipairs(monster.Spellsets) do ret = ret .. [=[<div style="margin: 1.0em; margin-top:0; margin-right:0; padding: 0px; float: left; border:none;"> {| class="prettytable" style="border:none; margin:0; padding:0; width:16em;" ! colspan="3" style="font-size:larger;" | Spell set ]=] .. roman[i] .. "\n" for j, spell in ipairs(spells) do ret = ret .. '|-\n! align="left" | Slot<sup>' .. j .. '</sup>\n| [[' .. spell.Spell .. ']]' if spell.Damage then ret = ret .. " (" .. spell.Damage .. ")" end ret = ret .. '\n| ' local flags = {} for i, v in ipairs(spell.Flags) do flags[i] = frame:expandTemplate{title = v .. " slot flag"} end ret = ret .. table.concat(flags, ", ") .. "\n" end ret = ret .. "|-\n|}</div>" cleared = i % 2 == 0 if cleared then ret = ret .. '<div style="clear:both;"></div>' end end if not cleared then ret = ret .. '<div style="clear:both;"></div>' end return ret end -- returns: -- * 0 if monster doesn't have spell -- * 1 if monster might have spell, depending on spell set -- * 2 if monster always has spell local function monster_has_spell(monster, spell_name) if not monster.Spellsets then return 0 end local has = false local all = true for _, spellset in ipairs(monster.Spellsets) do local contains = false for _, spell in ipairs(spellset) do if spell.Spell == spell_name then contains = true break end end has = has or contains all = all and contains end if has then if all then return 2 end return 1 end return 0 end local function string_icmp(s1, s2) return s1:lower() < s2:lower() end local disambig = { centaur = "Centaur (monster)", ["deep dwarf"] = "Deep dwarf (monster)", demigod = "Demigod (monster)", demonspawn = "Demonspawn (monster)", draconian = "Draconian (monster)", felid = "Felid (monster)", formicid = "Formicid (monster)", gargoyle = "Gargoyle (monster)", ghoul = "Ghoul (monster)", halfling = "Halfling (monster)", human = "Human (monster)", kobold = "Kobold (monster)", merfolk = "Merfolk (monster)", minotaur = "Minotaur (monster)", mummy = "Mummy (monster)", naga = "Naga (monster)", necromancer = "Necromancer (monster)", octopode = "Octopode (monster)", ogre = "Ogre (monster)", spriggan = "Spriggan (monster)", troll = "Troll (monster)", tengu = "Tengu (monster)", vampire = "Vampire (monster)", wizard = "Wizard (monster)", } function p.monsters_with_spell(frame) local spell_name = name_arg(frame) local always = {} local sometimes = {} for monster, monsterdata in pairs(data) do local has_spell = monster_has_spell(monsterdata, spell_name) if has_spell > 0 then monster = disambig[monster] or (monster:gsub("^%l", string.upper)) if has_spell == 1 then table.insert(sometimes, monster) elseif has_spell == 2 then table.insert(always, monster) end end end table.sort(always, string_icmp) table.sort(sometimes, string_icmp) local ret = {} if #always > 0 then table.insert(ret, "The following enemies cast " .. spell_name .. ":") for _, monster in ipairs(always) do table.insert(ret, "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}}) end end if #sometimes > 0 then table.insert(ret, "The following enemies may be able to cast " .. spell_name .. ", depending on their spell set:") for _, monster in ipairs(sometimes) do table.insert(ret, "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}}) end end return table.concat(ret, "\n") end return p