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Module:Monster

From Ashenzari's Archive
Revision as of 07:53, 14 December 2015 by imported>Edsrzf (Glyph function)

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 function monster_has_spell(monster, spell_name)

 if not monster.Spellsets then
   return false
 end
 for _, spellset in ipairs(monster.Spellsets) do
   for _, spell in ipairs(spellset) do
     if spell.Spell == spell_name then
       return true
     end
   end
 end
 return false

end

local function string_icmp(s1, s2)

 return s1:lower() < s2:lower()

end

function p.monsters_with_spell(frame)

 local spell_name = name_arg(frame)
 local monsters = {}
 for monster, monsterdata in pairs(data) do
   if monster_has_spell(monsterdata, spell_name) then
     table.insert(monsters, (monster:gsub("^%l", string.upper)))
   end
 end
 table.sort(monsters, string_icmp)
 local ret = {"The following enemies cast " .. spell_name .. ":"}
 for _, monster in ipairs(monsters) do
   table.insert(ret,  "* " .. frame:expandTemplate{title = "monsterlink", args = {monster}})
 end
 return table.concat(ret, "\n")

end

return p