Wiki Warframe

Utilisation du Wiki

Pour une meilleure utilisation du Wiki Warframe FR, merci d'activer les scripts Javascript lors de la consultation de certains pages, pour assurer le fonctionnement de certaines fonctionnalités.
Si vous souhaitez contribuer au Wiki, rejoignez-nous sur le Discord Warframe FR (espace wiki)

- Yazu 17:00 01/10/2022

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Wiki Warframe
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Erreur Lua dans Module:Docbunto à la ligne 922 : Documentation markup pour Docbunto introuvable dans Module:Cost.
Documentation automatique créée à l'aide de Docbuntu (-> Modèle automatique)

Voir aussi

Code


--Source initiale: https://warframe.fandom.com/wiki/Module:Cost
--Entierement transformer par ADDRMeridan
--Me contacter en cas d'erreur
 
local p = {}
 
local WeaponModule = require( 'Module:Weapons' )
local WarframeModule = require( 'Module:Warframes' )
local Icon = require( "Module:Icon" )
local Shared = require( "Module:Shared" )
local Void = require( "Module:Void" )
local ResearchData = mw.loadData( "Module:Research/data" )

--String constant
local mainHeader = '{| class="foundrytable" style="float:left;margin:auto"\n!colspan=6|Pré-requis de [[Fonderie|Fabrication]]'
local primeText = "Lith/Meso/Neo/Axi font référence aux [[Reliques du Néant]]<br />([[Soute Prime|V]]) marque les reliques retirées en [[Soute Prime]], mais pouvant toujours être jouées, échangées par ceux qui les possèdent<br />([[Baro Ki%27Teer|B]]) marque les reliques exclusives de [[Baro Ki%27Teer]]"
local componentStart = '\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>'
local subHeader = '\n| colspan="6" style="background-color: #6D6148; font-weight: bold;" |'
local clanLine = '<small>[[File:LeaderBadgeFantômeHolo.png|x26px|link=Clan#Niveaux de Clan|Clan Fantôme]] [[Clan#Multiplicateur de Niveau de Clan|<span title="Multiplicateur de Niveau de Clan">x1</span>]] &nbsp; [[File:LeaderBadgeOmbreHolo.png|x26px|link=Clan#Niveaux de Clan|Clan Ombre]] [[Clan#Multiplicateur de Niveau de Clan|<span title="Multiplicateur de Niveau de Clan">x3</span>]] &nbsp; [[File:LeaderBadgeTempêteHolo.png|x26px|link=Clan#Niveaux de Clan|Clan Tempête]] [[Clan#Multiplicateur de Niveau de Clan|<span title="Multiplicateur de Niveau de Clan">x10</span>]] &nbsp; [[File:LeaderBadgeMontagneHolo.png|x26px|link=Clan#Niveaux de Clan|Clan Montagne]] [[Clan#Multiplicateur de Niveau de Clan|<span title="Multiplicateur de Niveau de Clan">x30</span>]] &nbsp; [[File:LeaderBadgeLuneHolo.png|x26px|link=Clan#Niveaux de Clan|Clan Lune]] [[Clan#Multiplicateur de Niveau de Clan|<span title="Multiplicateur de Niveau de Clan">x100</span>]]</small>'
 
function p.getLabLink(factionName, whiteText)
    if(ResearchData["Labs"][factionName] == nil) then
        if(whiteText ~= nil and whiteText) then
            return '[[Recherche|<span style="color:white;">Recherche</span>]]'
        else
            return '[[Recherche]]'
        end
    else
        local labName = ResearchData["Labs"][factionName].Name
        if(whiteText ~= nil and whiteText) then
            return '[[Recherche#'..labName..'|<span style="color:white;">Recherche '..labName..'</span>]]'
        else
            return '[[Recherche#'..labName..'|Recherche '..labName..']]'
        end
    end
end
 
function p.isResearch(itemName)
    for i, val in pairs(ResearchData["Recherche"]) 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
 
    local lowerLine = nil
    if(Item.Text == nil) then
        lowerLine = Shared.formatnum(Item.Count)
    else
        lowerLine = Item.Text
    end
 
    if(Item.Type == "Ressource" or Item.Type == nil) then
        return Icon._Resource(Item.Name, nil, 'x32').."<br/>"..lowerLine
    elseif(Item.Type == "Objet") then
        return Icon._Item(Item.Name, nil, 'x32').."<br/>"..lowerLine
    elseif(Item.Type == "Partie Prime") then
        return Icon._Prime(Item.Name.." Prime", nil, 'x32').."<br/>"..lowerLine
    elseif(Item.Type == "Arme") then
        local itemWeapon = WeaponModule.getWeapon(Item.Name)
        if(itemWeapon.Image ~= nil) then
            return '[[File:'..itemWeapon.Image..'|36px|link='..itemWeapon.Name..']]<br/>'..lowerLine
        else
            return "[MISSING IMAGE: "..Item.Name.."]<br/>"..lowerLine
        end
    end
end

local function buildComponentsLine(creditCost, partsArray, craftTime, rushCost, preReq)

    local primeParts = {}
    --Adding Credit cost cell
    foundryTable = componentStart..Icon._Item("Crédits").."<br/>"
    if(creditCost ~= nil) then
        foundryTable = foundryTable..Shared.formatnum(creditCost)
    else
        foundryTable = foundryTable..'N/A'
    end
    --Adding parts cell
    for i=1, 4 do
        foundryTable = foundryTable..componentStart..buildItemText(partsArray[i])
        --Updating prime list
        if(partsArray[i] ~= nil and partsArray[i].Type == "Partie Prime") then
            if(primeParts[partsArray[i].Name] == nil) then
                primeParts[partsArray[i].Name] = 1
            end
        end
    end
    --Adding craft time
    foundryTable = foundryTable..smallPart.."Temps : "
    if(craftTime ~= nil) then
        foundryTable = foundryTable..craftTime.." h"
    else
        foundryTable = foundryTable..'N/A'
    end
    --Adding rush cost or preRequesite
    foundryTable = foundryTable..'\n|-'..smallPart
    if(rushCost ~= nil) then
        if(rushCost == 0) then
            foundryTable = foundryTable..'Rush: N/A'
        else
            foundryTable = foundryTable..'Rush: '..Icon._Item("Platinum",nil, 20)..' '..rushCost
        end
    elseif(preReq ~= nil) then
        if(preReq == "N/A") then
            foundryTable = foundryTable..'Préreq: N/A'
        else
            foundryTable = foundryTable..'Préreq: [['..preReq..']]'
        end
    else
        foundryTable = foundryTable..'N/A'
    end
    
    return foundryTable, primeParts
end

local function buildMarketLine(marketCost, bpCost, bpStanding)
    
    foundryTable = lowRow..Icon._Item("Marché", "text", 22)..': '
    if(marketCost ~= nil) then
        foundryTable = foundryTable..Icon._Item("Platinum", nil, 20)..marketCost
    else   
        foundryTable = foundryTable..'N/A'
    end
    foundryTable = foundryTable..'</small>'
    foundryTable = foundryTable..lowRow..'Prix '..Icon._Item("Schéma", "text", 22)..': '
    if(bpCost ~= nil) then
        foundryTable = foundryTable..Icon._Item("Crédits", nil, 22)..Shared.formatnum(bpCost)
    elseif(bpStanding ~= nil) then
        foundryTable = foundryTable..Icon._Item("Réputation", nil, 22)..Shared.formatnum(bpStanding)
    else
        foundryTable = foundryTable..'N/A'
    end
    foundryTable = foundryTable..'</small>'
        
    return foundryTable
end

local function buildResearchTopLine(itemName, clanAff)
    foundryTable = '\n| colspan="6" |'..itemName
    if(clanAff ~= nil) then
        foundryTable = foundryTable..' • '..Icon._Affinity("Clan").." "..Shared.formatnum(clanAff)
    end
    return foundryTable
end

local function buildPrimeItems(primePartsArray, baseItemName)
    
    local foundryTable = ""
    if(Shared.tableCount(primePartsArray) > 0) then
        local itemName = string.gsub(baseItemName, " Prime", "")
        foundryTable = foundryTable..'\n|-'..subHeader
        foundryTable = foundryTable..'Lieux d\'Obtention'
        foundryTable = foundryTable..'\n|-\n| colspan="6" |'
        foundryTable = foundryTable..'<div class="mw-collapsible mw-collapsed" style="width:100%;text-align:center;">'
        foundryTable = foundryTable..'<div class="mw-collapsible-content"><br/>'
        foundryTable = foundryTable..'\n{| style="width:100%;"\n|-\n|Schéma||'..Void.item({args = {"PC", itemName, "SCHEMA"}})
        for partName, i in Shared.skpairs(primePartsArray, true) do
            --Manage Warframe parts
            if(partName == "Neuroptiques" or partName == "Châssis" or partName == "Systèmes") then
                foundryTable = foundryTable..'\n|-\n|'..Icon._Prime("Schéma "..partName.." Prime", "Part")..'||'..Void.item({args = {"PC", itemName, "Schéma "..partName}})
            else
                foundryTable = foundryTable..'\n|-\n|'..Icon._Prime(partName.." Prime", "Part")..'||'..Void.item({args = {"PC", itemName, partName}})
            end
        end
        foundryTable = foundryTable..'\n|}'
        foundryTable = foundryTable..'\n'..primeText..'</div></div>'
    end
    return foundryTable
end

local function buildResearchLines(itemName)
    
    local foundryTable = ""
    local isResearch, itemRes = p.isResearch(itemName)
    if(isResearch) then
        foundryTable = foundryTable..'\n|-'..subHeader
        foundryTable = foundryTable..p.getLabLink(itemRes.Lab, true)
        foundryTable = foundryTable..'\n|-\n| colspan="6" |'
        foundryTable = foundryTable..'<div class="mw-collapsible mw-collapsed" style="width:100%;text-align:center;">'
        foundryTable = foundryTable..'<div class="mw-collapsible-content"><br/>'
        foundryTable = foundryTable..'\n{| style="width:100%;"\n|-\n| colspan="6" |Schéma '..itemName
        if(itemRes.Affinity ~= nil) then
            foundryTable = foundryTable..' • '..Icon._Affinity("Clan").." "..Shared.formatnum(itemRes.Affinity)
        end
 
        foundryTable = foundryTable..'\n|-'
        tmpString = buildComponentsLine(itemRes.Credits, itemRes.Resources, itemRes.Time, nil, itemRes.Prereq)
        foundryTable = foundryTable..tmpString
        
        --Adding differrent warframe parts if required
        if(itemName == "Banshee" or itemName == "Nehza" or itemName == "Wukong" or itemName == "Zephyr") then
            warframeParts = {"Neuroptiques", "Châssis", "Systèmes"}
            for i, part in ipairs(warframeParts) do
                local tmpName = part.." "..itemName
                isResearch, itemRes = p.isResearch(tmpName)
                if(isResearch) then
                    foundryTable = foundryTable..'\n|-'
                    foundryTable = foundryTable..buildResearchTopLine('Schéma '..tmpName, itemRes.Affinity)
                    foundryTable = foundryTable..'\n|-'
                    tmpString = buildComponentsLine(itemRes.Credits, itemRes.Resources, itemRes.Time, nil, itemRes.Prereq)
                    foundryTable = foundryTable..tmpString
                    foundryTable = foundryTable..'\n|-'
                    foundryTable = foundryTable..'\n| colspan="6" |'
                    foundryTable = foundryTable..'Prix duplication '..Icon._Item("Schéma", "text", 22)..': '..Icon._Item("Crédits", nil, 22)..Shared.formatnum(15000)
                end
            end
        end
        --Adding notes about clan sizes
        foundryTable = foundryTable..'\n|-\n| colspan = 6 |'
        foundryTable = foundryTable..clanLine..'\n|}</div></div>'
    end
    return foundryTable
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
 
    if(Weapon.Cost.Parts ~= nil) then
        local wpCost = Weapon.Cost
        local primeParts = {}
        --Table style
        local foundryTable = mainHeader
        --Schema cost
        foundryTable = foundryTable..'\n|-'
        tmpString, primeParts = buildComponentsLine(wpCost.Credits, wpCost.Parts, wpCost.Time, wpCost.Rush)
        foundryTable = foundryTable..tmpString
        --Adding Market cost
        foundryTable = foundryTable..'\n|-'
        tmpString = buildMarketLine(wpCost.MarketCost, wpCost.BPCost, wpCost.BPStanding)
        foundryTable = foundryTable..tmpString
 
        --Adding Prime drop locations
        if(Shared.tableCount(primeParts) > 0) then
            foundryTable = foundryTable..buildPrimeItems(primeParts, Weapon.Name)
        end
 
        --Adding Research costs
        foundryTable = foundryTable..buildResearchLines(Weapon.Name)
 
        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

--Permet de construire la boite de cout d'une warframe.
function p.buildWarframeCostBox(frame)
    --Recover the Warframe data
    local WarframeName = frame.args ~= nil and frame.args[1] or frame
    local Warframe = WarframeModule.getWarframe(WarframeName)
    --Check if data recovered successfully
    if(Warframe == nil) then
        return "ERROR: "..WarframeName.." not found."
    elseif(Warframe.Cost == nil) then
        return "ERROR: "..WarframeName.." n'a pas de données 'Cost'."
    end
    --Start building table
    if(Warframe.Cost.Main ~= nil) then
        local primeParts = {}
        local bpPart = Warframe.Cost.Main
        --Table style
        local foundryTable = mainHeader
        --Main Schema Cost
        foundryTable = foundryTable..'\n|-'
        tmpString, primeParts = buildComponentsLine(bpPart.Credits, bpPart.Parts, bpPart.Time, bpPart.Rush)
        foundryTable = foundryTable..tmpString
        --Adding Market cost
        foundryTable = foundryTable..'\n|-'
        tmpString = buildMarketLine(bpPart.MarketCost, bpPart.BPCost, bpPart.BPStanding)
        foundryTable = foundryTable..tmpString
        --Adding Schema parts cost
        for i = 1, 4 do
            if(bpPart.Parts[i] ~= nil) then
                local partName = bpPart.Parts[i].Name
                local tmpCost = nil
                if(partName == 'Neuroptiques') then
                    tmpCost = Warframe.Cost.Neuro
                elseif(partName == "Châssis") then
                    tmpCost = Warframe.Cost.Chassis
                elseif(partName == "Systèmes") then
                    tmpCost = Warframe.Cost.System
                end
                if(tmpCost ~= nil) then
                    --Add header for schema part
                    foundryTable = foundryTable..'\n|-'..subHeader
                    foundryTable = foundryTable..'[['..partName..'|<span style="color:white;">Schéma '..partName..'</span>]]'
                    --Add schema part cost line
                    foundryTable = foundryTable..'\n|-'
                    tmpString = buildComponentsLine(tmpCost.Credits, tmpCost.Parts, tmpCost.Time, tmpCost.Rush)
                    foundryTable = foundryTable..tmpString
                end
            end
        end
        
        --Adding Prime Relics
        if(Shared.tableCount(primeParts) > 0) then
            foundryTable = foundryTable..buildPrimeItems(primeParts, Warframe.Name)
        end
        
        --Adding Research
        foundryTable = foundryTable..buildResearchLines(Warframe.Name)
        
        foundryTable = foundryTable..'\n|}<div style="clear:left; margin:0; padding:0;"></div>'
        return foundryTable
    end
end

return p
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