Module:Minimap

-- local p = {}

local loader = require('Module:Loader') local getArgs = require('Module:Arguments').getArgs require('Module:LibraryUtil')

-- .loadData to be more efficient local maps, aliases = loader.loadData('./Data', './Aliases') local string = loader.require('String')

-- returns blank if not valid; fails silently function p.getMinimapForInfobox(frame) -- Note: Do NOT use "getArgs" here; as this is invoked directly from the infobox, we don't want it fetching parent variables local args = frame.args or frame local location = args[1] or args["location"] local x = args["x"] local y = args["y"] or 71 local z = args["z"] if not location or not x or not z or location ==  or x ==  or z == '' then return "" end location = location:gsub("%[*", ""):gsub("%]*", "") location = location:lower location = aliases[location] or location if not maps[location] then return "" end return p._getMap(location, x, y, z, 272, 272, "8x", { "redcircle" }) end

function p.getMap(frame) local args = getArgs(frame) local location = args["location"] or args[1] local x = args["x"] local y = args["y"] or 71 local z = args["z"] local width = args["width"] or args["size"] or 150 local height = args["height"] or args["size"] or 150 local scale = args["scale"] -- true in-game scale - will default to image scale local markers = {} if args["marker"] then table.push(markers, args["marker"]) end local i = 1 while args["marker"..i] do		table.push(markers, args["marker"..i]) i = i + 1 end assertTrue(location, "location must be specified", 0) assertTrue(x, "x must be specified", 0) assertTrue(z, "z must be specified", 0) return p._getMap(location, x, y, z, width, height, scale, markers) end

function p._getMap(location, x, y, z, width, height, pGameScale, markers) location = location:lower location = aliases[location] or location local mapData = maps[location] -- Check for errors assertTrue(mapData, 'Invalid location %q', 2, location) -- Find what scale the template wants it on (based on a 64x64 in-game block size) local gameScale = 0.25 if pGameScale then -- If value is "8x" format then zoom out by that factor; otherwise treat it as a percentage local hasMulti,t,gsMulti = string.find(pGameScale, "(.*)x") -- don't change this to `:find`, as input may be a number if hasMulti ~= nil then gameScale = 1/gsMulti else gameScale = pGameScale/100 end end mw.log(gameScale, "gameScale (user requested)") -- Stored map data local imageScale = mapData.imageScale local topLeftCoord = mapData.topLeftCoord local imageDimensions = mapData.imageDimensions mw.log(imageScale, "imageScale") -- Find the difference between tile size on the map and the target scale 1x tile size local imageTileWidth = 1/imageScale local gameTileWidth = 64 -- don't change, this number effects all "scale" values, as this is the base! local imgScaleToGameScaleMulti = gameTileWidth/imageTileWidth -- how much the image needs to be scale to be the specified game scale at 100%

mw.log(imgScaleToGameScaleMulti, "imgScaleToGameScaleMulti") -- How much to scale actual image on the page based on "true scale" desired, and the images default world scale local bgScale = gameScale * imgScaleToGameScaleMulti-- * (true and imgScaleToGameScaleMulti or (1/imgScaleToGameScaleMulti)) mw.log(bgScale, "bgScale") -- Final scale to apply to everything (other than the background itself) local scale = (1/imageScale)*bgScale mw.log(scale, "scale") -- How much the background should be moved so the desired coordinate ends up in the center of the minimap local imgOffsetX = -(-topLeftCoord[1] + x)*scale + (width*0.5) local imgOffsetY = -(-topLeftCoord[2] + z)*scale + (height*0.5) local map = mw.html.create('div') :addClass("hsw-minimap") :addClass(mapData.imageClass) :css{ width=width.."px", height=height.."px", ["background-position"]= imgOffsetX.."px "..imgOffsetY.."px", ["background-size"]= (imageDimensions[1]*bgScale).."px",--leaving off the height has it auto scale }   -- since crisp edges looks bad when zoomed out (vs zoom in), remove it if the scale desired is larger than the image scale if 1/scale > imageScale then map:addClass("no-rendering") end if markers then for i,markerStr in ipairs(markers) do	   	local t = string.split(markerStr, ";") local mrk,coords = t[1], t[2] if mrk == "fairysoul" or mrk == "soul" or mrk == "fairy" then mrk = "" end if mrk == "circle" or mrk == "redcircle" or mrk == "ring" or mrk == "redring" then mrk = "" end local mTag = map:tag("span"):addClass("minimap-marker"):wikitext(mrk) -- If coordinates provide use them; otherwise it defaults to center if coords then coords = string.split(coords, ",") -- get market x/z local mx,mz = coords[1], (#coords > 2 and coords[3] or coords[2]) -- make coordinates relative to center mx = mx - x	   		mz = mz - z	    		-- get marker offset local mox,moy = mx*scale, mz*scale -- apply to marker mTag:css{ left=mox.."px", top=moy.."px" } end end end return map end

return p