Difference between revisions of "Module:Monster"
m (allow specifying a tile name explicitly (we need this for "Spellforged Servitor (monster)" article)) |
m (fix missing tiles, again (to properly fallback if we have less than 2 parameters: 2nd parameter -> 1st parameter -> page name)) |
||
Line 23: | Line 23: | ||
local function tile_name_arg(frame) | local function tile_name_arg(frame) | ||
local tile_name = frame.args[2] | local tile_name = frame.args[2] | ||
+ | local monster_name = frame.args[1] | ||
+ | if not tile_name or tile_name == "" then | ||
+ | tile_name = monster_name | ||
+ | end | ||
if not tile_name or tile_name == "" then | if not tile_name or tile_name == "" then | ||
tile_name = mw.title.getCurrentTitle().text | tile_name = mw.title.getCurrentTitle().text |
Revision as of 20:41, 25 January 2024
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 local function tile_name_arg(frame) local tile_name = frame.args[2] local monster_name = frame.args[1] if not tile_name or tile_name == "" then tile_name = monster_name end if not tile_name or tile_name == "" then tile_name = mw.title.getCurrentTitle().text end return tile_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.tile_name = tile_name_arg(frame) 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 avg_hp = monster["Average HP 10x"] / 10 local hp_min = math.max(math.floor(0.66 * avg_hp), 1) local hp_max = math.ceil(1.33 * avg_hp) args.hp_range = ("%d-%d"):format(hp_min, hp_max) args.avg_hp = avg_hp 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 spell_disambig = { ["Phantom Mirror"] = "Phantom Mirror (spell)", } local function spell_link(name) if spell_disambig[name] then return '[[' .. spell_disambig[name] .. '|' .. name .. ']]' else return '[[' .. name .. ']]' end 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:28em;" ! 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_link(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, ",<br> ") .. "\n" end ret = ret .. "|-\n|}</div>" cleared = i % 2 == 0 if cleared then ret = ret .. '<div style="clear:left;"></div>' end end if not cleared then ret = ret .. '<div style="clear:left;"></div>' end return ret end local panlord_spells = { -- 3.4% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 9/10 chance to have either summon or aoe, -- then 1/2 chance to choose an aoe spell, then there are 10 possible spells) ["Symbol of Torment"] = 3.4, ["Fire Storm"] = 3.4, ["Glaciate"] = 3.4, ["Chain Lightning"] = 3.4, ["Freezing Cloud"] = 3.4, ["Poisonous Cloud"] = 3.4, ["Metal Splinters"] = 3.4, ["Energy Bolt"] = 3.4, ["Orb of Electricity"] = 3.4, ["Conjure Ball Lightning"] = 3.4, -- 5.2% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 9/10 chance to choose one of them, then there are 13 possible spells) ["Call Down Damnation"] = 5.2, ["Lehudib's Crystal Spear"] = 5.2, ["Corrosive Bolt"] = 5.2, ["Quicksilver Bolt"] = 5.2, ["Orb of Destruction"] = 5.2, ["Energy Bolt"] = 5.2, ["Mindburst"] = 5.2, ["Bolt of Fire"] = 5.2, ["Bolt of Cold"] = 5.2, ["Iron Shot"] = 5.2, ["Poison Arrow"] = 5.2, ["Bolt of Draining"] = 5.2, ["Lightning Bolt"] = 5.2, -- 7.5% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 1/2 chance to choose one of them, then there are 5 possible spells) ["Haste"] = 7.5, ["Silence"] = 7.5, ["Invisibility"] = 7.5, ["Blink"] = 7.5, ["Blink Range"] = 7.5, -- 2.8% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 9/10 to choose one of either summon or aoe, -- then 1/4 chance to choose one of either a summon spell or a summon (greater) demon spell, -- then there are 6 possible spells) ["Haunt"] = 2.8, ["Malign Gateway"] = 2.8, ["Summon Dragon"] = 2.8, ["Summon Horrible Things"] = 2.8, ["Summon Eyeballs"] = 2.8, ["Summon Vermin"] = 2.8, -- ... and then there's a 1/2 chance to get this spell ["Blink Allies Encircling"] = 1.4, -- 8.4% chance to have a particular one of these two spells -- (3/4 chance to be a spellcaster, then 9/10 to choose one of either summon or aoe, -- then 1/4 chance to choose one of either a summon spell or a summon (greater) demon spell, -- then there are 2 possible spells) ["Summon Demon"] = 8.4, ["Summon Greater Demon"] = 8.4, -- 3.4% chance to have a particular one of these spells -- (3/4 chance to be a spellcaster, then 1/2 chance to choose one of them, then there are 11 possible spells) ["Dispel Undead Range"] = 3.4, ["Paralyse"] = 3.4, ["Sleep"] = 3.4, ["Mass Confusion"] = 3.4, ["Drain Magic"] = 3.4, ["Petrify"] = 3.4, ["Polymorph"] = 3.4, ["Force Lance"] = 3.4, ["Slow"] = 3.4, ["Sentinel's Mark"] = 3.4, ["Dimension Anchor"] = 3.4, -- 2.8% chance to have one of these spells -- (1/4 chance to be a non-caster, then 1/3 chance to choose one of them, then there are 3 possible spells) ["Blinkbolt"] = 2.8, ["Blink Close"] = 2.8, ["Harpoon Shot"] = 2.8, } local function is_vault_only(monster) if monster.Name == "test spawner" then return true end -- not placed in game, nor in vaults for _, flag in ipairs(monster.Flags) do if flag == "Vault flag" then return true end end return false end -- If a monster may be able to cast the spell, returns a table. Otherwise returns nil. -- The table contains the following keys: -- * chance - the chance that the monster will have the spell. May be missing if the chance is too hard to calculate. -- * damage - the damage that the spell does when the monster casts it (if any) local function monster_spell_data(monster, spell_name) local special_table = nil if monster.Name == "pandemonium lord" then special_table = panlord_spells end if special_table then local chance = special_table[spell_name] if chance then if type(chance) == "number" then return {chance = chance} else return {} end else return nil end end if not monster.Spellsets then return nil end local has = 0 local total = 0 local damage = nil for _, spellset in ipairs(monster.Spellsets) do total = total + 1 for _, spell in ipairs(spellset) do if spell.Spell == spell_name then has = has + 1 if not damage then damage = spell.Damage end break end end end if has > 0 then return {chance = has * 100 / total, damage = damage} else return nil end end local function string_icmp(s1, s2) return s1:lower() < s2:lower() end local disambig = { centaur = "Centaur (monster)", ["death knight"] = "Death knight (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)", } local function monsterlink(frame, data) local ret = "* " .. frame:expandTemplate{title = "monsterlink", args = {data.monster}} if data.damage or data.chance and data.chance ~= 100 then ret = ret .. " (" if data.damage then ret = ret .. data.damage .. " damage" if data.chance and data.chance ~= 100 then ret = ret .. ", " end end if data.chance and data.chance ~= 100 then ret = ret .. ("%.1f%% chance"):format(data.chance) end ret = ret .. ")" end return ret end function p.monsters_with_spell(frame) local spell_name = name_arg(frame) local always = {} local sometimes = {} for monster, monsterdata in pairs(data) do local data = not is_vault_only(monsterdata) and monster_spell_data(monsterdata, spell_name) if data then data.monster = disambig[monster] or (monster:gsub("^%l", string.upper)) if data.chance and data.chance == 100 then table.insert(always, data) else table.insert(sometimes, data) end end end table.sort(always, function (m1, m2) return string_icmp(m1.monster, m2.monster) end) table.sort(sometimes, function(m1, m2) return string_icmp(m1.monster, m2.monster) end) local ret = {} if #always > 0 then table.insert(ret, "The following enemies cast " .. spell_name .. ":") for _, data in ipairs(always) do table.insert(ret, monsterlink(frame, data)) 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 _, data in ipairs(sometimes) do table.insert(ret, monsterlink(frame, data)) end end return table.concat(ret, "\n") end return p