Module:Monster
Revision as of 12:09, 29 July 2018 by NormalPerson7 (talk | contribs) (Fix pandemonium lord spell chances, now counting non-spellcaster pan lords.)
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 avg_hp = monster["Average HP 10x"] / 10
local hp_min = math.floor(0.66 * avg_hp)
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 lich_spells = {
["Corrosive Bolt"] = true,
["Lehudib's Crystal Spear"] = true,
["Orb of Destruction"] = true,
["Summon Greater Demon"] = 50,
["Banishment"] = 33.3,
["Haste"] = 33.3,
["Invisibility"] = 33.3,
["Agony"] = true,
["Bolt of Cold"] = true,
["Bolt of Draining"] = true,
["Bolt of Fire"] = true,
["Confuse"] = true,
["Fireball"] = true,
["Haunt"] = true,
["Iron Shot"] = true,
["Iskenderun's Mystic Blast"] = true,
["Iskenderun's Battlesphere"] = true,
["Lee's Rapid Deconstruction"] = true,
["Lightning Bolt"] = true,
["Malign Gateway"] = true,
["Paralyse"] = true,
["Petrify"] = true,
["Poison Arrow"] = true,
["Spellforged Servitor"] = true,
["Simulacrum"] = true,
["Sleep"] = true,
["Slow"] = true,
["Summon Horrible Things"] = true,
["Throw Icicle"] = true,
}
local panlord_spells = {
-- 3.8% 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 9 possible spells)
["Symbol of Torment"] = 3.8,
["Fire Storm"] = 3.8,
["Glaciate"] = 3.8,
["Chain Lightning"] = 3.8,
["Freezing Cloud"] = 3.8,
["Poisonous Cloud"] = 3.8,
["Metal Splinters"] = 3.8,
["Energy Bolt"] = 3.8,
["Orb of Electricity"] = 3.8,
-- 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,
["Disintegrate"] = 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,
["Blinkbolt"] = 7.5,
-- 4.2% 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 1/2 chance to choose a summon spell, then there are 8 possible spells)
["Haunt"] = 4.2,
["Malign Gateway"] = 4.2,
["Summon Dragon"] = 4.2,
["Summon Horrible Things"] = 4.2,
["Shadow Creatures"] = 4.2,
["Summon Eyeballs"] = 4.2,
["Summon Vermin"] = 4.2,
["Summon Butterflies"] = 4.2,
-- 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 9 possible spells)
["Dispel Undead"] = 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,
-- 18.8% 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 2 possible spells)
["Summon Demon"] = 18.8,
["Summon Greater Demon"] = 18.8,
}
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.Species == "lich" and monster.Name ~= "Boris" then
special_table = lich_spells
elseif 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