Module:Equipment: Difference between revisions
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Line 55: | Line 55: | ||
if clickable then | if clickable then | ||
-- Construct a clickable link to the article about the item using the plinkp2 template | -- Construct a clickable link to the article about the item using the plinkp2 template | ||
equipSlotText = string.format("{{plinkp2 | equipSlotText = string.format("{{plinkp2|%s}}", names[1], names[2]) | ||
else | else | ||
-- Construct a plain image without a link using the plinkp template | -- Construct a plain image without a link using the plinkp template | ||
equipSlotText = string.format("{{plinkp | equipSlotText = string.format("{{plinkp|%s}}", names[1], names[2]) | ||
end | end | ||
end | end |
Revision as of 11:22, 6 May 2024
Documentation for this module may be created at Module:Equipment/doc
local p = {}
local hasc = require('Module:Paramtest').has_content
local itemstats = require('Module:FetchItemStats')
local yesno = require('Module:Yesno')
local lang = mw.language.getContentLanguage()
local GEPrice = require('Module:Exchange')._price
-- Parse item string and check if GIF icons are allowed
local function parseItem(ret, itemString, equipSlot, stats, quantity, clickableArg)
local itemString = itemString
local allowGif = false -- Set default to not allow GIF icons
local itemName = ""
local clickable = clickableArg -- Default clickable state
-- Look for a ;g at the end of the string and separate them
if hasc(itemString) then
allowGif = itemString:sub(-2) == ";g"
if allowGif then
itemName = itemString:sub(0, -3)
else
itemName = itemString or ""
end
end
-- Adjust clickable based on input arguments
if clickableArg == nil then
-- If no specific clickable argument is provided, default to false
clickable = false
elseif clickableArg == "yes" then
-- If the argument is explicitly "yes", make the item clickable
clickable = true
end
return ret, itemName, allowGif, equipSlot, stats, quantity, clickable
end
-- Formats a <div> element for items
local function makeDiv(ret, itemName, allowGif, equipSlot, stats, quantity, clickable)
local itemName = itemName
local allowGif = allowGif
local topDivClass = "equipment-" .. equipSlot
local names = mw.text.split(itemName, ";")
if #names <= 1 or names[2] == 'g' then
names[2] = itemstats.defaultVersion(names[1]) or names[1]
end
local imgType = allowGif == true and "gif" or "png"
local equipSlotText = ""
-- Check if the item name is not empty
if itemName ~= '' then
if clickable then
-- Construct a clickable link to the article about the item using the plinkp2 template
equipSlotText = string.format("{{plinkp2|%s}}", names[1], names[2])
else
-- Construct a plain image without a link using the plinkp template
equipSlotText = string.format("{{plinkp|%s}}", names[1], names[2])
end
end
-- Create the divs
local topDiv = ret
:tag("div")
:addClass(topDivClass)
local nestedDiv = topDiv
:tag("div")
:addClass("equipment-plinkp")
:wikitext(equipSlotText)
if quantity then
local amt, quantclass = formatAmount(quantity)
nestedDiv:tag('span')
:addClass('inv-quantity-text')
:addClass(quantclass)
:wikitext(amt)
end
if stats and itemName ~= '' then
-- Add stat-related code here if needed
end
if itemName ~= '' then
topDiv:addClass("equipment-blank")
end
end
function p.main(frame)
local args = frame:getParent().args
local buttons = yesno(args.buttons, false)
local stats = yesno(args.stats, false)
local align
if args.align == "right" then
align = "equipment-right"
elseif args.align == "center" then
align = "equipment-center"
else
align = "equipment-left"
end
-- general 'equipment' class for the whole thing
align = "equipment " .. align
local tbl = mw.html.create("table"):addClass(align):tag("tr")
local ret = tbl:tag("td"):tag("div")
if stats then
stats = {
astab = 0,
aslash = 0,
acrush = 0,
amagic = 0,
arange = 0,
dstab = 0,
dslash = 0,
dcrush = 0,
dmagic = 0,
drange = 0,
str = 0,
rstr = 0,
mdmg = 0,
prayer = 0,
weight = 0,
ikods = {},
}
end
if buttons then
ret:addClass("equipment-div-buttons")
else
ret:addClass("equipment-div")
end
-- Fetch equipment and create divs
makeDiv(parseItem(ret, args.head, "head", stats, nil, not yesno(args.headClickable, true)))
makeDiv(parseItem(ret, args.cape, "cape", stats, nil, not yesno(args.capeClickable, true)))
makeDiv(parseItem(ret, args.neck, "neck", stats, nil, not yesno(args.neckClickable, true)))
makeDiv(parseItem(ret, args.ammo, "ammo", stats, args.ammoquantity, not yesno(args.ammoClickable, true)))
makeDiv(parseItem(ret, args.weapon, "weapon", stats, args.weaponquantity, not yesno(args.weaponClickable, true)))
makeDiv(parseItem(ret, args.torso, "torso", stats, nil, not yesno(args.torsoClickable, true)))
makeDiv(parseItem(ret, args.shield, "shield", stats, nil, not yesno(args.shieldClickable, true)))
makeDiv(parseItem(ret, args.legs, "legs", stats, nil, not yesno(args.legsClickable, true)))
makeDiv(parseItem(ret, args.gloves, "gloves", stats, nil, not yesno(args.glovesClickable, true)))
makeDiv(parseItem(ret, args.hands, "gloves", stats, nil, not yesno(args.handsClickable, true)))
makeDiv(parseItem(ret, args.boots, "boots", stats, nil, not yesno(args.bootsClickable, true)))
makeDiv(parseItem(ret, args.ring, "ring", stats, nil, not yesno(args.ringClickable, true)))
if stats then
-- Add stat-related code here if needed
end
return tbl:done()
end
return p