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Module:Monster: Difference between revisions

From Ashenzari's Archive
imported>Edsrzf
Improve monsters_with_spell
imported>Edsrzf
Add percentage chance for monsters who sometimes cast a spell; include liches
Line 164: Line 164:
end
end


-- returns:
local lich_spells = {
-- * 0 if monster doesn't have spell
  ["Corrosive Bolt"] = 101,
-- * 1 if monster might have spell, depending on spell set
  ["Lehudib's Crystal Spear"] = 101,
-- * 2 if monster always has spell
  ["Orb of Destruction"] = 101,
  ["Summon Greater Demon"] = 50,
  ["Banishment"] = 33.3,
  ["Haste"] = 33.3,
  ["Invisibility"] = 33.3,
  ["Agony"] = 101,
  ["Bolt of Cold"] = 101,
  ["Bolt of Draining"] = 101,
  ["Bolt of Fire"] = 101,
  ["Confuse"] = 101,
  ["Fireball"] = 101,
  ["Haunt"] = 101,
  ["Iron Shot"] = 101,
  ["Iskenderun's Mystic Blast"] = 101,
  ["Iskenderun's Battlesphere"] = 101,
  ["Lee's Rapid Deconstruction"] = 101,
  ["Lightning Bolt"] = 101,
  ["Malign Gateway"] = 101,
  ["Paralyse"] = 101,
  ["Petrify"] = 101,
  ["Poison Arrow"] = 101,
  ["Spellforged Servitor"] = 101,
  ["Simulacrum"] = 101,
  ["Sleep"] = 101,
  ["Slow"] = 101,
  ["Summon Horrible Things"] = 101,
  ["Throw Icicle"] = 101,
}
 
-- returns a number between 0 and 100: the percentage chance that a monster will have the spell
-- Monsters with no spellsets that contain the spell return 0.
-- Monsters with all spellsets containing the spell return 100.
-- Monsters that might have the spell, but it's too hard to calculate the percentage chance, return 101.
local function monster_has_spell(monster, spell_name)
local function monster_has_spell(monster, spell_name)
  if monster.Species == "lich" and monster.Name ~= "Boris" then
    return lich_spells[spell_name] or 0
  end
   if not monster.Spellsets then
   if not monster.Spellsets then
     return 0
     return 0
   end
   end


   local has = false
   local has = 0
   local all = true
   local total = 0
   for _, spellset in ipairs(monster.Spellsets) do
   for _, spellset in ipairs(monster.Spellsets) do
     local contains = false
     total = total + 1
     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
         has = has + 1
         break
         break
       end
       end
     end
     end
    has = has or contains
    all = all and contains
  end
  if has then
    if all then
      return 2
    end
    return 1
   end
   end
   return 0
   return has * 100 / total
end
end


Line 231: Line 259:
   local sometimes = {}
   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)
     local spell_chance = monster_has_spell(monsterdata, spell_name)
     if has_spell > 0 then
     if spell_chance > 0 then
       monster = disambig[monster] or (monster:gsub("^%l", string.upper))
       monster = disambig[monster] or (monster:gsub("^%l", string.upper))
       if has_spell == 1 then
       if spell_chance == 100 then
        table.insert(sometimes, monster)
      elseif has_spell == 2 then
         table.insert(always, monster)
         table.insert(always, monster)
      else
        table.insert(sometimes, {monster, spell_chance})
       end
       end
     end
     end
   end
   end
   table.sort(always, string_icmp)
   table.sort(always, string_icmp)
   table.sort(sometimes, string_icmp)
   table.sort(sometimes, function(m1, m2) return string_icmp(m1[1], m2[1]) end)
   local ret = {}
   local ret = {}
   if #always > 0 then
   if #always > 0 then
Line 253: Line 281:
     table.insert(ret, "The following enemies may be able to cast " .. spell_name .. ", depending on their spell set:")
     table.insert(ret, "The following enemies may be able to cast " .. spell_name .. ", depending on their spell set:")
     for _, monster in ipairs(sometimes) do
     for _, monster in ipairs(sometimes) do
       table.insert(ret,  "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}})
       local name = monster[1]
      local chance = monster[2]
      local bullet = "* " .. frame:expandTemplate{title = "monsterlink", args = {name}}
      if chance ~= 101 then
        bullet = bullet .. (" (%.1f%% chance)"):format(monster[2])
      end
      table.insert(ret, bullet)
     end
     end
   end
   end

Revision as of 03:38, 15 December 2015

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, "
")
 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, "
") 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, "
") 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, "
")
 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", "
") 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"
 local cleared = false
 for i, spells in ipairs(monster.Spellsets) do

ret = ret .. [=[

Spell set ]=] .. roman[i] .. "\n"
   for j, spell in ipairs(spells) do
     ret = ret .. '|-\n! align="left" | Slot' .. j .. '\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|}"
   cleared = i % 2 == 0
   if cleared then
ret = ret .. '
'
   end
 end
 if not cleared then
ret = ret .. '
'
 end
 return ret

end

local lich_spells = {

 ["Corrosive Bolt"] = 101,
 ["Lehudib's Crystal Spear"] = 101,
 ["Orb of Destruction"] = 101,
 ["Summon Greater Demon"] = 50,
 ["Banishment"] = 33.3,
 ["Haste"] = 33.3,
 ["Invisibility"] = 33.3,
 ["Agony"] = 101,
 ["Bolt of Cold"] = 101,
 ["Bolt of Draining"] = 101,
 ["Bolt of Fire"] = 101,
 ["Confuse"] = 101,
 ["Fireball"] = 101,
 ["Haunt"] = 101,
 ["Iron Shot"] = 101,
 ["Iskenderun's Mystic Blast"] = 101,
 ["Iskenderun's Battlesphere"] = 101,
 ["Lee's Rapid Deconstruction"] = 101,
 ["Lightning Bolt"] = 101,
 ["Malign Gateway"] = 101,
 ["Paralyse"] = 101,
 ["Petrify"] = 101,
 ["Poison Arrow"] = 101,
 ["Spellforged Servitor"] = 101,
 ["Simulacrum"] = 101,
 ["Sleep"] = 101,
 ["Slow"] = 101,
 ["Summon Horrible Things"] = 101,
 ["Throw Icicle"] = 101,

}

-- returns a number between 0 and 100: the percentage chance that a monster will have the spell -- Monsters with no spellsets that contain the spell return 0. -- Monsters with all spellsets containing the spell return 100. -- Monsters that might have the spell, but it's too hard to calculate the percentage chance, return 101. local function monster_has_spell(monster, spell_name)

 if monster.Species == "lich" and monster.Name ~= "Boris" then
   return lich_spells[spell_name] or 0
 end
 if not monster.Spellsets then
   return 0
 end
 local has = 0
 local total = 0
 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
       break
     end
   end
 end
 return has * 100 / total

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 spell_chance = monster_has_spell(monsterdata, spell_name)
   if spell_chance > 0 then
     monster = disambig[monster] or (monster:gsub("^%l", string.upper))
     if spell_chance == 100 then
       table.insert(always, monster)
     else
       table.insert(sometimes, {monster, spell_chance})
     end
   end
 end
 table.sort(always, string_icmp)
 table.sort(sometimes, function(m1, m2) return string_icmp(m1[1], m2[1]) end)
 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
     local name = monster[1]
     local chance = monster[2]
     local bullet = "* " .. frame:expandTemplate{title = "monsterlink", args = {name}}
     if chance ~= 101 then
       bullet = bullet .. (" (%.1f%% chance)"):format(monster[2])
     end
     table.insert(ret, bullet)
   end
 end
 return table.concat(ret, "\n")

end

return p