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A documentação para este módulo pode ser criada em Módulo:DropTables/doc

--Rewritten version of Module:DropTables to work with new format of data.

--NOTE: I'm currently in the process of copying over a new data format
-- It should be easier to keep up to date, but things may be a bit screwy over the next hour or two
-- Please do not revert this update without checking with me.
-- (For the fastest response, ping me on the Wiki discord)
-- User:Falterfire, 1/6/18

--For reference:
--    in DropData["Missions"].Rewards
local misNameCol  = 1  -- Name of the drop
local misTypeCol  = 2  -- Type of thing dropped (IE Mod, Endo, Credits)
local misChanceCol = 3 -- Chance for the thing to drop
local misCountCol  = 4 -- Number of things dropped. If empty, default to 1
--    in DropData["Enemies"].Mods
local modNameCol   = 1 -- Name of the mod
local modChanceCol = 2 -- The chance of a mod dropping
local modCountCol  = 3 -- If empty, default to 1. Normally only different for Endo


local p = {}

local DropData = mw.loadData( 'Module:DropTables/data' )
local MissionData = mw.loadData( 'Module:Missions/data' )
local Icon = require( "Module:Icon" )
local Shared = require( "Module:Shared" )
local Void = require( "Module:Void" )
local Relics = require( "Module:VoidByReward")

function p.getMValue(theMission, ValName)
    if(type(theMission) == "string") then theMission = p.getMission(theMission) end
    if(theMission == nil) then return nil end
    
    ValName = string.upper(ValName)
    if(ValName == 'ALIAS') then
        if(theMission.Alias ~= nil) then
            return theMission.Alias
        else
            return theMission.Type..' - '..theMission.Tier
        end
    elseif(ValName == 'NAME') then
        if(theMission.Name ~= nil) then
            return theMission.Name
        else
            return theMission.Tier
        end
    elseif(ValName == 'SHORTNAME') then
        if(theMission.ShortName ~= nil) then
            return theMission.ShortName
        else
            return p.getMValue(theMission, 'NAME')
        end
    elseif(ValName == 'TIER') then
        return theMission.Tier
    elseif(ValName == 'TYPE') then
        return theMission.Type
    end
end

--Goes by Type & Tier, Type & Name, or Alias
--So ("Survival", "Easy"), ("Survival", "Tier 1"), or ("Survival1") all get the same thing
function p.getMission(MissionType, MissionTier)
    for i, Miss in pairs(DropData["Missions"]) do
        --If MissionTier is nil, the MissionType variable is the Alias so check against that instead
        if(MissionTier == nil) then
            if(MissionType == Miss.Alias) then
                return Miss
            end
        else
            if(Miss.Type == MissionType and 
                (Miss.Tier == MissionTier or Miss.Name == MissionTier)) then
                return Miss
            end
        end
    end
end

--Basically pretending to be semi-object oriented
--Calling this whenever I'm pulling drops from enemies and passing them around
--NOTE: As of writing, this assumes enemies don't have Blueprint or other drops listed.
local function buildEnemyDrop(Enemy, Mod)
    local drop = {EName = Enemy.Name, IName = Mod[modNameCol]}
    drop.Chance = (Enemy.ModChance * Mod[modChanceCol]) / 100
    drop.Count = Mod[modCountCol] ~= nil and Mod[modCountCol] or 1
    if(drop.IName == 'Endo') then drop.Type = 'Endo' else drop.Type = 'Mod' end
    return drop
end

--Like above, but for mission drops
--Calling this whenever I'm pulling drops from missions and passing them around
local function buildMissionDrop(theMission, Rotation, Item)
    local drop = {MType = theMission.Type, MTier = theMission.Tier}
    drop.Rotation = Rotation
    drop.IName = Item[misNameCol]
    drop.Chance = Item[misChanceCol]
    drop.Count = Item[misCountCol] ~= nil and Item[misCountCol] or 1
    drop.Type = Item[misTypeCol]
    --Just go ahead and tag this on because who knows what we'll need from it
    drop.theMission = theMission
    return drop
end

--Copied wholesale from Module:Weapons
--Possibly should just go live in Shared
local function asPercent(val, digits)
    if(digits == nil) then digits = 2 end
    if(val == nil) then val = 0 end
    return Shared.round(val, digits).."%"
end

local function linkEnemy(EName)
    --Cut off enemy names before parentheses while linking
    local paren, trash = string.find(EName, "%(")
    local Result = ""
    if(paren ~= nil) then
        Result = "[["..string.sub(EName, 1, paren - 2).."|"..EName.."]]"
    elseif (EName == "Fissure Corrupted Enemy") then
        Result = "[[Void Fissure|"..EName.."]]"
    else
        Result = "[["..EName.."]]"
    end
    return Result
end

--Sorts theTable based on the listed column
local function tableSort(theTable, sortCol, ascend)
    local new   function sorter(r1, r2)
                    if(ascend) then
                        return r1[sortCol] < r2[sortCol]
                    else
                        return r1[sortCol] > r2[sortCol]
                    end
                end
    table.sort(theTable, sorter)
end

--Returns the real drop chance of a specific enemy drop
--This involves combining chance to drop mod/blueprint with chance of that specific item dropping
--So 3% Mod Chance + 37.94% Pressure Point chance = 1.1382% real chance
local function getRealDropChance(EnemyDrop)
    local odds1 = EnemyDrop[eChance1Col]
    local odds2 = EnemyDrop[eChance2Col]
    local result = ((odds1 * odds2) / 100)
    return result
end

local function getAllModDrops(enemyName)
    local drops = {}
    for i, Enemy in pairs(DropData["Enemies"]) do
        if(Enemy.Name == enemyName and Enemy.Mods ~= nil) then
            for j, Mod in pairs(Enemy.Mods) do
                local drop = buildEnemyDrop(Enemy, Mod)
                table.insert(drops, drop)
            end
        end
    end
    return drops
end


--Custom table sort for reward tables
--WIP, initial rules:
--Sort first by type, then alphabetically within type, then by quantity
--WIP try sorting first by drop chance...
local function rewardTableSort(theTable)
    local new   function sorter(r1, r2)
                    if(r1.Chance == r2.Chance) then
                        if(r1.Type == r2.Type) then
                            if(r1.IName == r2.IName) then
                                return r1.Count < r2.Count
                            else
                                return r1.IName < r2.IName
                            end
                        else
                            return r1.Type < r2.Type
                        end
                    else
                        return r1.Chance > r2.Chance
                    end                    
                end
    
    table.sort(theTable, sorter)
end

--Custom table sort for Enemy tables
--Rules:
--Sort first by Drop Chance, then alphabetically within Drop Chance with Endo being last
local function enemyTableSort(theTable)
    local new   function sorter(r1, r2)
                    if(r1.Chance == r2.Chance) then
                        if(r1.Count == r2.Count) then
                            return r1.IName < r2.IName
                        else
                            return r1.Count < r2.Count
                        end
                    else
                        return r1.Chance > r2.Chance
                    end
                end
    
    table.sort(theTable, sorter)
end

local function getModLink(ModName)
    --Scorch and Seeker are both enemies and mods. Thanks DE.
    --Also Sanctuary as mod VS Simaris's thing
    --Also Antitoxin, mod vs gear
    if(ModName == "Scorch" or ModName == "Seeker" or ModName == "Sanctuary" or ModName == "Antitoxin") then
        return "<span class=\"mod-tooltip\" data-param=\""..ModName.."\" style=\"white-space:pre\">[["..ModName.." (Mod)".."|"..ModName.."]]</span>"
    else
        return "<span class=\"mod-tooltip\" data-param=\""..ModName.."\" style=\"white-space:pre\">[["..ModName.."]]</span>"
    end
end

--Formats a string of text for a reward table
--(NOTE: ALWAYS USES TWO COLUMNS)
--Format is
--    [Icon] [Quantity] [Item Name with Link] || [Drop Chance]]
-- With some slight variation based on drop type
-- Variation is mostly helpful for getting the right icon
local function formatDropString(drop)
    local result = ""
    local dropType = drop.Type
    local iconText = ""
    if(dropType == "Resource") then
        iconText = Icon._Resource(drop.IName, nil, nil)
        if(drop.IName == "Coordenadas Nav Mutalist") then
            result = result.."[[Coordenadas_Nav#Coordenadas Nav Mutalist|Coordenadas Nav Mutalist]]"
        else
            local pieces = Shared.splitString(drop.IName," ")
            local lastPiece = pieces[Shared.tableCount(pieces)]
            if(lastPiece == "Lens") then
                if(pieces[1] == "Greater") then
                    iconText = Icon._Resource("Greater Focus Lens")
                else
                    iconText = Icon._Resource("Focus Lens")
                end
                result = "[[Focus Lens|"..drop.IName.."]]"
            else
                result = result.."[["..drop.IName.."]]"
            end
        end
    elseif (dropType == "Endo") then
        iconText = Icon._Item("Endo", nil, nil)
        result = result.."[[Endo]]"
    elseif (dropType == "Mod") then
        iconText = Icon._Item("Mods", nil, nil)
        result = result..getModLink(drop.IName)
    elseif (dropType == "Relic") then
        --Grabbing everything before the first space to get tier
        --That way I can get the right icon
        --IE 'Lith' from 'Lith V1'
        local sp1, trash = string.find(drop.IName, " ")
        local tier = string.sub(drop.IName, 1, sp1 - 1)
        iconText = Icon._Item(tier, nil, "40x40")
        result = result.."[[Relíquia Void|Relíquia "..drop.IName.."]]"
    elseif (dropType == "Credits") then
        iconText = Icon._Item("Credits", nil, nil)
        result = result.."[[Créditos]]"
    elseif (dropType == "Blueprint") then
        local pieces = Shared.splitString(drop.IName," ")
        local BPType = pieces[2]
        local BPName = pieces[1]
        local linkString = Shared.splitString(drop.IName, " ")[1]
        if (BPName == "Forma") then
            iconText = Icon._Item("Forma", nil, nil)
        elseif (BPName == "Miter" and BPType == "Chassis") then
            --a workaround for displaying proper icons for Miter parts
            iconText = Icon._Item("Stock", nil, nil)
        elseif (BPName == "Miter" and BPType == "Handle") then   
            --because Miter has oddly named parts
                iconText = Icon._Item("Receiver", nil, nil)
        elseif (BPType == "Systems") then
            iconText = Icon._Item("Systems", nil, nil)
        elseif (BPType == "Chassis") then
            iconText = Icon._Item("Chassis", nil, nil)
        elseif (BPType == "Neuroptics") then
            iconText = Icon._Item("Neuroptics", nil, nil)
        elseif (BPType == "Fuselage") then
            iconText = Icon._Item("Fuselage", nil, nil)
        elseif (BPType == "Engines") then
            iconText = Icon._Item("Engines", nil, nil)
        elseif (BPType == "Avionics") then
            iconText = Icon._Item("Avionics", nil, nil)
        elseif (BPType == "Barrel") then
            iconText = Icon._Item("Barrel", nil, nil)
        elseif (BPType == "Stock") then
            iconText = Icon._Item("Stock", nil, nil)
        elseif (BPType == "Receiver") then
            iconText = Icon._Item("Receiver", nil, nil)
        elseif (BPType == "Blade") then
            iconText = Icon._Item("Blade", nil, nil)
        elseif (pieces[2] == "Wraith" or pieces[2] == "Vandal") then
            --Now a workaround for Wraith & Vandal things to link them properly
            --In theory works for any Wraith/Vandal item
            linkString = pieces[1].." "..pieces[2]
            if(pieces[3] ~= "Blueprint") then
                iconText = Icon._Item(pieces[Shared.tableCount(pieces)], nil, nil)
            else
                iconText = Icon._Item("Blueprint", nil, nil)
            end
        elseif (pieces[3] == "Blueprint") then
            --a workaround for Eidolon Lens BP or Twin Gremlins BP to link proper pages
            --should work for other 3 part blueprint names as well
            linkString = pieces[1].." "..pieces[2]
            iconText = Icon._Item("Blueprint", nil, nil)
        elseif (pieces[1] == "Equinox") then
            --a workaround for Equinox's 4 piece names
            if (pieces[3] == "Systems") then
                iconText = Icon._Item("Systems", nil, nil)
            elseif (pieces[3] == "Chassis") then
                iconText = Icon._Item("Chassis", nil, nil)
            elseif (pieces[3] == "Neuroptics") then
                iconText = Icon._Item("Neuroptics", nil, nil)
            else
                iconText = Icon._Item("Blueprint", nil, nil)
            end
        else
            iconText = Icon._Item("Blueprint", nil, nil)
        end
        result = result.."[["..linkString.."|"..drop.IName.."]]"
    elseif (dropType == "Item") then
        iconText = Icon._Item(drop.IName)
        if(drop[itemCol] == "Cyan" or drop.IName == "Amber") then
            result = "[[Ayatan Sculpture|Ayatan "..drop.IName.." Star]]"
        else
            result = "[["..drop.IName.."]]"
        end
    else
        result = result..drop.IName
    end
    
    if(drop.Count > 1) then
        result = drop.Count.." "..result
    end
    
    result = iconText.." "..result.." || "..asPercent(drop.Chance)
    
    return result
end

--Returns a table of all rewards for a given mission, split by rotation
local function getRewardsForMission(theMission)
    local result = {}
    
    if(theMission.Rewards ~= nil) then
        for key, dropTable in Shared.skpairs(theMission.Rewards) do
            local temp = {}
            
            for i, drop in pairs(dropTable) do
                table.insert(temp, buildMissionDrop(theMission, key, drop))
            end
            
            rewardTableSort(temp)
            result[key] = temp
        end
    end
    
    return result
end

function p.linkType(MType)
    if(MType == "Salvage") then
        return "[[Infested Salvage|Salvage]]"
    else
        return "[["..MType.."]]"
    end
end

function p.getMissions(compareFunction)
    local data = {}
    for _, m in Shared.skpairs(MissionData["MissionDetails"]) do
        if(compareFunction(m)) then
            table.insert(data, m)
        end
    end
    return data
end
 
--Gets the list of missions that give rewards for a specific Alias (ex Defense1)
function p.getMissionTable(MissionAlias)
    local data = {}
    for _, m in Shared.skpairs(MissionData["MissionDetails"]) do
        if(m.Tier == MissionAlias) then
            table.insert(data, m)
        end
    end
    return data
end
 
--Gets a list of missions with rewards for a given planet
function p.getMissionsForPlanet(Planet)
    local missions = {}
 
    for _, m in pairs(MissionData["MissionDetails"]) do
        if (m.Planet  == Planet and m.Tier ~= nil) then
            table.insert(missions, m)
        end
    end
 
    return missions
end

--Returns the rewards for the A tier only for a mission
--Handy for missions like Capture that have a single reward
--Returns as rows for a table with two columns
--See the existing Capture rewards section for an example
function p.getSingleRotationRewards(frame)
    local MissionType = frame.args ~= nil and frame.args[1]
    local MissionCat = frame.args ~= nil and frame.args[2]
    local result = ""
    
    local theMission = p.getMission(MissionType, MissionCat)
    if(theMission == nil) then
        return "ERROR: No mission found for those parameters"
    end
    
    local data = getRewardsForMission(theMission)
    
    if(data ~= nil and Shared.tableCount(data) > 0) then
        local firstKey = nil
        for k in pairs(data) do 
            if(firstKey == nil) then 
                firstKey = k
            end
        end
        for i, drop in pairs(data[firstKey]) do
            result = result.."\n|-\n| "..formatDropString(drop)
        end
    end
    
    return result
end

--Returns the rewards for a given mission/tier
--Returns as rows for a table with six columns, two for each rotation
--See existing Survival/Rewards/Normal_Mission for examples
--if Tier==AllTier it will call a specific function to merge all tiers together in a single A,B,C table
function p.getRewardTable(frame)
    local MissionType = frame.args ~= nil and frame.args[1]
    local MissionCat = frame.args ~= nil and frame.args[2]

    local result = ""
    
    if(MissionCat == "AllTier") then 
        result = p.getRewardTableAllTier(frame) 
        return result
    end
    
    local theMission = p.getMission(MissionType, MissionCat)
    if(theMission == nil) then
        return "ERROR: No mission found for those parameters"
    end
    
    local data = getRewardsForMission(theMission)
    local RotA = data["A"]
    local RotB = data["B"]
    local RotC = data["C"]
    
    --Goes through all three rotations to find which one has the most items
    local ACount = Shared.tableCount(RotA)
    local maxLen = ACount
    local BCount = Shared.tableCount(RotB)
    if(BCount > maxLen) then
        maxLen = BCount
    end
    local CCount = Shared.tableCount(RotC)
    if(CCount > maxLen) then
        maxLen = CCount
    end

    --We need as many rows as the longest list has items
    --So if any lists are shorter then after their last row the columns are just blank
    for i=1, maxLen, 1 do
        result = result.."\n|-"
        if(RotA[i] ~= nil) then
            result = result.."\n| align=\"right\" | "..formatDropString(RotA[i])
        else
            result = result.."\n| || "
        end
        if(RotB[i] ~= nil) then
            result = result.."\n| align=\"right\" | "..formatDropString(RotB[i])
        else
            result = result.."\n| || "
        end
        if(RotC[i] ~= nil) then
            result = result.."\n| align=\"right\" | "..formatDropString(RotC[i])
        else
            result = result.."\n| || "
        end
    end
    
    return result
end

--Gets a list of all the missions for a given MissionType and Tier
function p.getMissionList(frame)
    local MissionType = frame.args ~= nil and frame.args[1]
    local MissionTier = frame.args ~= nil and frame.args[2]
    
    result = ""
    
    if(MissionTier == "AllTier") then 
        result = p.getMissionListAllTier(frame) 
        return result
    end
    
    local missionRecord = p.getMission(MissionType, MissionTier)
    if(missionRecord == nil) then
        return "ERROR: Could not figure out that mission type"
    end
    local missions = p.getMissionTable(p.getMValue(missionRecord, "ALIAS"))
    
    for _, m in pairs(missions) do
        result = result.."\n* "..m.Node..", [["..m.Planet.."]]"
    end
    
    return result
end



--WIP get missions regardless of tier
function p.getMissionAllTier(MissionType)
    local a={}
    for i, Miss in pairs(DropData["Missions"]) do
            if(Miss.Type == MissionType) then
                table.insert(a, Miss)
            end
    end
    return a
end

--WIP Gets a the reward table of all Mission for a given MissionType (all tiers)
function p.getRewardTableAllTier(frame)
    local MissionType = frame.args ~= nil and frame.args[1]

    
    local theMissiont = p.getMissionAllTier(MissionType)
    if(theMissiont == nil) then
        return "ERROR: No mission found for those parameters"
    end
    
    local result = ""
    local RotA = {}
    local RotB = {}
    local RotC = {}
    
    for i, theMission in pairs(theMissiont) do
        local data = getRewardsForMission(theMission)
        local RA = data["A"]
        local RB = data["B"]
        local RC = data["C"]
        --for k,v in pairs(dd) do data[k] = v end
        for k,v in pairs(RA) do table.insert(RotA, v) end
        for k,v in pairs(RB) do table.insert(RotB, v) end
        for k,v in pairs(RC) do table.insert(RotC, v) end
    end
    
    --Goes through all three rotations to find which one has the most items
    local ACount = Shared.tableCount(RotA)
    local maxLen = ACount
    local BCount = Shared.tableCount(RotB)
    if(BCount > maxLen) then
        maxLen = BCount
    end
    local CCount = Shared.tableCount(RotC)
    if(CCount > maxLen) then
        maxLen = CCount
    end

    --We need as many rows as the longest list has items
    --So if any lists are shorter then after their last row the columns are just blank
    for i=1, maxLen, 1 do
        result = result.."\n|-"
        if(RotA[i] ~= nil) then
            result = result.."\n| align=\"right\" | "..formatDropString(RotA[i])
        else
            result = result.."\n| || "
        end
        if(RotB[i] ~= nil) then
            result = result.."\n| align=\"right\" | "..formatDropString(RotB[i])
        else
            result = result.."\n| || "
        end
        if(RotC[i] ~= nil) then
            result = result.."\n| align=\"right\" | "..formatDropString(RotC[i])
        else
            result = result.."\n| || "
        end
    end
    
    return result
end

--WIP Gets a list of all Mission for a given MissionType (all tiers)
function p.getMissionListAllTier(frame)
    local MissionType = frame.args ~= nil and frame.args[1]

    result = ""
    
    local missionRecordt = p.getMissionAllTier(MissionType)
    if(missionRecordt == nil) then
        return "ERROR: Could not figure out that mission type"
    end
    for i, missionRecord in pairs(missionRecordt) do
        local missions = p.getMissionTable(p.getMValue(missionRecord, "ALIAS"))
        for _, m in pairs(missions) do
            result = result.."\n* "..m.Node..", [["..m.Planet.."]]"
        end
    end

    return result
end



--Get a list of all missions that drop a given item
local function getDropMissions(itemName)
    local Drops = {}
    
    --For each mission...
    for i, theMission in pairs(DropData["Missions"]) do
        --... if it has rewards...
        if(theMission.Rewards ~= nil and theMission.Ignore ~= true) then
            --... then for each rotation in the mission...
            for key, dropTable in Shared.skpairs(theMission.Rewards) do
                --... for each drop in the rotation...
                for j, drop in pairs(dropTable) do
                    -- ... if the drop is the right item, add it to the list
                    if(drop[misNameCol] == itemName) then
                        table.insert(Drops, buildMissionDrop(theMission, key, drop))
                    end
                end
            end
        end
    end
    
    return Drops
end

--Returns an EnemyDrop object for each enemy that drops a given mod
local function getDropEnemies(itemName)
    local drops = {}
    
    for i, Enemy in pairs(DropData["Enemies"]) do
        if(Enemy.Mods ~= nil and Enemy.Ignore ~= true) then
            for j, Mod in pairs(Enemy.Mods) do
                if(Mod[modNameCol] == itemName) then
                    local drop = buildEnemyDrop(Enemy, Mod)
                    table.insert(drops, drop)
                end
            end
        end
    end
    
    return drops
end


--Gets the table used on Void Relic/ByMission
--Unlike getRewardTable, this is just the full table with all formatting
--This is pretty ugly, but kinda have to do it this way
--(Unless you have a better solution, in which case by all means go ahead and fix it)
--(I'm not exactly a Lua expert or a UI expert)
function p.getRelicTable(frame)
    --Okay, so first up, need to know which planet this is for
    local Planet = nil
    if(frame ~= nil) then
        Planet = frame.args ~= nil and frame.args[1] or frame
    end
    --Planet == nil is standing in for 'all planets', so adding option to explicitly call 'all'
    if(Planet ~= nil and (Planet == "" or Planet == "All")) then
        Planet = nil
    end
    
    --I have other functions to get the list of missions for all/planet
    --So calling that here
    local missions
    if(Planet == nil) then
        missions = {}
        for i, m in pairs(DropData["Missions"]) do
            if(m.Type ~= "Bounty") then
                table.insert(missions, m)
            end
        end
    else
        missions = p.getMissionsForPlanet(Planet)
    end
    
    local tableRows = {}
    local Relics = {["Lith"] = {}, ["Meso"] = {}, ["Neo"] = {}, ["Axi"] = {}}
    
    --Now for the 'fun' part: Getting the list
    for i, m in pairs(missions) do
        --For each mission, the first thing we're doing is setting up what it's called
        --Or more accurately, what it appears as in the chart
        local rowName = ""
        local mAlias, theMission
        
        if(Planet == nil) then
            --When showing all, the format is "Mission Type (Tier Name)" with link to mission type
            --For example, "[[Survival]] (Tier 1)" or "Spy (Lua)"
            rowName = p.linkType(m.Type).." ("..p.getMValue(m, "NAME")..")"
            theMission = m
        else
            local placeName = m.Node
            
            --When showing a single planet, format is instead "Mission Name (Type)"
            --For example, "Rusalka (Capture)"
            --Mission type is still linked
            --Dark Sector is also linked if appropriate
            if (m.IsDarkSector == 1) then
                rowName = placeName.." ([[Dark Sector|DS]] "..p.linkType(m.Type)..")"
            else
                rowName = placeName.." ("..p.linkType(m.Type)..")"
            end
            theMission = p.getMission(m.Tier)
            if(theMission == nil) then
                return "ERROR: Could not Miss "..m.Tier
            end
        end
        local thisRow = nil
        --This is where we get all the rewards for the mission
        local drops = getRewardsForMission(theMission)
        
        --Need to know if this is a single rotation
        --Because if it is, just a checkmark instead of a letter
        local isSingleRot = Shared.tableCount(drops) == 1
        --For each mission, looping each rotation
        for rot, dropTable in Shared.skpairs(drops) do
            --And each drop for each rotation
            for j, d in pairs(dropTable) do
                --We only care if it's a relic
                if(d.Type == "Relic") then
                    --Set up the row if we don't have it yet
                    --Mission will not be added to the grid unless it drops at least one relic
                    --Avoids adding a row for something like Assassination that never gives relics
                    if(thisRow == nil) then
                        thisRow = {}
                    end
                    
                    --Example: "Lith A1"
                    local RelicText = d.IName
                    --Example: {"Lith", "A1"}
                    local RelicBits = Shared.splitString(RelicText, " ")
                    --Example: "Lith"
                    local RTier = RelicBits[1]
                    --Example: "A1"
                    local RName = RelicBits[2]
                    
                    --Make sure the relevant entry exists
                    if (thisRow[RelicText] == nil) then
                        thisRow[RelicText] = ""
                    end
                    
                    --And then fill it in
                    if (isSingleRot) then
                        thisRow[RelicText] = "✔"
                    else
                        thisRow[RelicText] = thisRow[RelicText]..rot
                    end
                    
                    --Adding drop rate info when hovering
                    --If the drop rate is under 1% we set it red
                    --Under 2%, orangered
                    local RelicTextColor = "inherit"
                    if (d.Chance < 1) then
                        RelicTextColor = "red"
                    elseif (d.Chance < 2) then
                        RelicTextColor = "orangered"
                    end
                    thisRow[RelicText] = "<span style=\"color:" .. RelicTextColor .. ";\" title=\"Drop rate : " .. d.Chance .. "%\">" .. thisRow[RelicText] .. "</span>"
                    
                    
                    --Also gotta add the Relic to our list if we don't have it yet
                    if(Relics[RTier][RName] == nil) then
                        Relics[RTier][RName] = RelicText
                    end
                end
            end
        end
        
        if ( thisRow ~= nil ) then
            tableRows[rowName] = thisRow
        end
    end

    
    local result = ""
    local headerRow = ""
    --So this right here sets up the initial conditions of the table
    --If you want to change the styling, you've gotta do it here
    result = "{| class=\"wikitable\" "
    result = result.."style=\"width:100%; border=1px; text-align:center; font-size:11px;\""
    result = result.."\n|-"
    --Slightly different text for all missions VS missions for a planet
    if(Planet == nil) then
        result = result.."\n! rowspan=\"2\" |Mission Type (Tier)"
    else
        result = result.."\n! rowspan=\"2\" |Node (Type)"
    end
    
    --Looping through each Relic tier
    --Doing two things here:
    --1. Setting up the header row with the list of relics
    --2. Setting up the topmost row that has the name of each relic tier
    for tier in Shared.relicLoop() do
        local relicCount = Shared.tableCount(Relics[tier])
        if(relicCount > 0) then
            result = result.."\n! colspan=\""..relicCount.."\" |"..tier
            for rNum, trash in Shared.skpairs(Relics[tier]) do
                if(string.len(headerRow) > 0) then
                    headerRow = headerRow.." || "
                end
                headerRow = headerRow..rNum
            end
        end
    end
    
    --Then add the second row to the list
    result = result.."\n|-\n|"..headerRow
    
    --And now, at long last, it's time to add all the good stuff
    for mName, relicRow in Shared.skpairs(tableRows) do
        result = result.."\n|-\n|"..mName
        for tier in Shared.relicLoop() do
            for rNum, rName in Shared.skpairs(Relics[tier]) do
                if(relicRow[rName] ~= nil) then
                    result = result.."||"..relicRow[rName]
                else
                    result = result.."|| "
                end
            end
        end
    end

    --And the all-important coda
    result = result.."\n|}"
    
    --And then ship it all back
    return result
end


--Function used for building Void Relic/DropLocation table
function p.getRelicByLocation(frame)
    local tier = frame.args ~= nil and frame.args[1] or frame
    local relicData = {}
    local missionData = {}
    
    local result = ""
    
    --As with most of my functions, breaking this into two parts:
    --First, gather all the data for each relic by going through missions
    --We're looking through all drops for all missions to find relic drops
    for i, theMission in pairs(DropData["Missions"]) do
        if(theMission.Rewards ~= nil) then
            for rot, dropTable in Shared.skpairs(theMission.Rewards) do
                for j, drop in pairs(dropTable) do
                    --When we find a relic drop, make sure it's for the right tier
                    if(drop[misTypeCol] == "Relic") then
                        --Example: {"Lith", "A1"}
                        local RelicBits = Shared.splitString(drop[misNameCol], " ")
                        --Example: "Lith"
                        local RTier = RelicBits[1]
                        --Example: "A1"
                        local RName = RelicBits[2]
            
                        --Then if it is for the right tier, it needs to be added to our table of data
                        if(RTier == tier) then
                            --Create an entry for this relic if we don't have one yet
                            if(relicData[RName] == nil) then
                                relicData[RName] = { Drops = {}, Rewards = Void.getRelic(RTier, RName).Drops}
                            end
                            
                            --Then add this drop to the relic's table
                            table.insert(relicData[RName].Drops, buildMissionDrop(theMission, rot, drop))
                        end
                    end
                end
            end
        end
    end

    --Second, build the actual table being sent back
    local result
    result = "{| class=\"article-table\" border=\"0\" cellpadding=\"1\" "
    result = result.."cellspacing=\"1\" style=\"width: 100%;\""
    result = result.."\n! Relic Name"
    result = result.."\n! Drop locations"
    
    local rHeader 
    rHeader = "{| cellpadding=\"2\" cellspacing=\"0\" class=\"sortable\" "
    rHeader = rHeader.."style=\"width:100%;border:1px solid black; "
    rHeader = rHeader.."text-align:right;font-size:12px;\""
    rHeader = rHeader.."\n!Type"
    rHeader = rHeader.."\n!Category"
    rHeader = rHeader.."\n!Rotation"
    rHeader = rHeader.."\n!Chance"
    
    for RName, RTable in Shared.skpairs(relicData) do
        result = result.."\n|-\n| "..tier.." "..RName
        for i, reward in pairs(RTable.Rewards) do
            local ItemName = Relics.getItemName(reward.Item)
            local PartName = Relics.getPartName(reward.Part)
            result = result.."\n* [["..ItemName.."|"..ItemName.." "..PartName.."]]"
        end
        
        local rTable = rHeader
        
        table.sort(RTable.Drops,    function (d1, d2)
                                        if(d1.MType == d2.MType) then
                                            if(p.getMValue(d1.theMission, 'Name') == p.getMValue(d2.theMission, 'Name')) then
                                                return d1.Rotation < d2.Rotation
                                            else
                                                return p.getMValue(d1.theMission, 'Name') < p.getMValue(d2.theMission, 'Name')
                                            end
                                        else
                                            return d1.MType < d2.MType
                                        end
                                    end)
        
        for i, d in pairs(RTable.Drops) do
            rTable = rTable.."\n|-\n|"..p.linkType(d.MType).."||"..p.getMValue(d.theMission, 'Name')
            rTable = rTable.."||"..d.Rotation.."||"..asPercent(d.Chance)
        end
        
        rTable = rTable.."\n|}"
        result = result.."\n|\n"..rTable
    end

    result = result.."\n|}"

    return result
end

function p.getItemByMissionTable(frame)
    local theDrop = frame.args ~= nil and frame.args[1] or frame
    
    local Drops = getDropMissions(theDrop)
    table.sort(Drops,   function (d1, d2)
                            return d1.MType < d2.MType
                        end)
    
    local rHeader 
    
    rHeader = "{| cellpadding=\"2\" cellspacing=\"0\" class=\"sortable\" "
    rHeader = rHeader.."style=\"width:100%;border:1px solid black; "
    rHeader = rHeader.."text-align:right;font-size:12px;\""
    rHeader = rHeader.."\n!Type"
    rHeader = rHeader.."\n!Category"
    rHeader = rHeader.."\n!Rotation"
    rHeader = rHeader.."\n!Chance"
    
        
    local rTable = rHeader
        
    for i, d in pairs(Drops) do
        rTable = rTable.."\n|-\n|"..p.linkType(d.MType).."||"..p.getMValue(d.theMission, 'NAME')
        rTable = rTable.."||"..d.Rotation.."||"..asPercent(d.Chance)
    end
    
    rTable = rTable.."\n|}"
    
    return rTable
end

function p.getItemByEnemyTable(frame)
    local theDrop = frame.args ~= nil and frame.args[1] or frame
    
    local Drops = getDropEnemies(theDrop)
    table.sort(Drops,   function (d1, d2)
                            return d1.EName < d2.EName
                        end)
    
    local rHeader 
    
    rHeader = "{| cellpadding=\"2\" cellspacing=\"0\" class=\"sortable\" "
    rHeader = rHeader.."style=\"width:100%;border:1px solid black; "
    rHeader = rHeader.."text-align:right;font-size:12px;\""
    rHeader = rHeader.."\n!Enemy"
    rHeader = rHeader.."\n!Chance"
    
        
    local rTable = rHeader
        
    for i, d in pairs(Drops) do
        rTable = rTable.."\n|-\n|"..linkEnemy(d.EName)
        rTable = rTable.."||"..asPercent(d.Chance)
    end
    
    rTable = rTable.."\n|}"
    
    return rTable
end

--Returns the list of drop locations used by the ModBox
function p.getItemDropList(frame)
    local theDrop = frame.args ~= nil and frame.args[1] or frame
    
    --First, get all the missions that drop this
    local Drops = getDropMissions(theDrop)
    table.sort(Drops,   function (d1, d2)
                            return d1.MType < d2.MType
                        end)
                        
    local checked = {}
    local result = ""
    local space = " "
    
    if(Shared.tableCount(Drops) > 0) then
        local finalTable = {}
        result = "'''Missões:'''"
        --Going through and grouping the drops by Type
        for i, Drop in pairs(Drops) do
            local Alias = p.getMValue(Drop.theMission, 'ALIAS')
            local MissionName = p.getMValue(Drop.theMission, 'SHORTNAME')
            
            --This check prevents duplicating rows if the same item appears in multiple rotations of the same mission
            if(checked[Alias] == nil) then
                checked[Alias] = 1
                if(finalTable[Drop.MType] == nil) then
                    finalTable[Drop.MType] = {}
                end
                table.insert(finalTable[Drop.MType], MissionName)
            end
        end
        
        table.sort(finalTable, function (r1, r2)
                                    return r1 < r2
                                end)
        
        --This is where all the items are put into the list
        --Each mission type gets its own row, with the relevant tiers in parentheses
        --For example "Spy (T1, T2, Lua)" or "Survival (DS1, DS2)"
        for i, item in pairs(finalTable) do
            table.sort(item)
            result = result.."<br/>"..p.linkType(i).." ("..table.concat(item, ", ")..")"
        end
    end

    --Then all the enemies are added to the list if there are any
    Drops = getDropEnemies(theDrop)
    if(Shared.tableCount(Drops) > 0) then
        table.sort(Drops,   function (d1, d2)
                                return d1.EName < d2.EName
                            end)
        if(string.len(result) > 0) then result = result.."<br/>" end
        result = result.."'''Inimigos:'''"
        for i, Drop in pairs(Drops) do
            result = result.."<br/>"..linkEnemy(Drop.EName)..space..asPercent(Drop.Chance)
        end
    end
    
    return result
end

function p.getItemByEnemyCount(frame)
    local theDrop = frame.args ~= nil and frame.args[1] or frame
    
    local Drops = getDropEnemies(theDrop)
    
    return Shared.tableCount(Drops)
end

function p.getItemByMissionCount(frame)
    local theDrop = frame.args ~= nil and frame.args[1] or frame
    
    local Drops = getDropMissions(theDrop)
    
    return Shared.tableCount(Drops)
end

function p.getFullEnemyList(frame)
    local result = "All Enemies: "
    local ENames = {}
    for i, Enemy in pairs(DropData["Enemies"]) do
        if(Enemy.Name ~= nil) then
            table.insert(ENames, Enemy.Name)
        end
    end

    table.sort(ENames, function(n1, n2) return n1 < n2 end)
    for i, Name in pairs(ENames) do 
        result = result.."\n* "..linkEnemy(Name)
    end
    return result
end

function p.getEnemyModDrops(frame)
    local EnemyName = frame.args ~= nil and frame.args[1] or frame
    local Drops = getAllModDrops(EnemyName)
    
    if(Shared.tableCount(Drops) == 0) then
        return "Nenhum"
    end
    
    enemyTableSort(Drops)
    local space = " "
    local result = ""
    for i, Drop in pairs(Drops) do
        if i > 1 then result = result.."<br/>" end
        if(Drop.IName == "Endo") then
            result = result..Drop.Count.." [[Endo]]"
        else
            result = result..getModLink(Drop.IName)
        end
        result = result..space..asPercent(Drop.Chance)
    end
    return result
end
 
function p.TestFrame(frame)
    local txt = "VALUES:\n\n"
    for key, val in Shared.skpairs(p) do
        if(val ~= nil) then
            if(type(val) == "string" or type(val) == "number") then
                txt = txt..'\n* '..key..' = '..val
            else
                txt = txt..'\n* '..key..' is a '..type(val)
            end
        else
            txt = txt..'\n* '..key..' is nil'
        end
    end
    return txt
end

return p
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