Module:Enchantment/EnchantmentPageRow

local loader = require('Module:Loader') local getArgs = require('Module:Arguments').getArgs local string, table, rarity, link, skillname = loader.require('String', 'Table', 'RarityTier', 'Link', 'Skillname') local enchData = loader.require('Enchantment/Data')

local p = {}

local function makeMinetip(s, tooltip) return tostring(		mw.html.create('span'):addClass('minetip linetip')			:attr('data-minetip-title', tooltip)			:wikitext(s)	) end

local function isEnchantmentLevelValid(ench, i)	return ((ench.vars or {})[1] or {})[i] ~= nil or (ench.cost or {})[i] ~= nil end

local function getMinLevel(ench) for i = 1, ench.max do		if isEnchantmentLevelValid(ench, i) then return i			end end return 1 end

local function getAffectsSection(affects) affects = string.parseTextList( affects, '*' ) local cont = mw.html.create('div'):addClass('enchaffectsdiv') cont:tag('b'):wikitext('Affects:') cont:tag('div'):wikitext(table.concat{		' ',		table.concat(affects, ' '),		' '	}) return tostring(cont) end

local function parseSources(source, ench) if not source then return nil end -- escapes asterixs in slot template tooltips (which always have &l in front of them) source = source:gsub('&amp;l%*', '&amp;l&ast;') source = string.parseTextList( source, '*' ) local sourceMap = {} for i = 1, #source do		local nums, str = unpack(string.split(source[i], '%s*~%s*')) if str == nil then str = nums local minLevel = getMinLevel(ench) -- If source is just a string with no tier/span data, then just make it take up whole thing sourceMap[minLevel] = { colspan=ench.max - (minLevel-1), text=str } else local tier, span = unpack(string.split(nums, 'span')) sourceMap[tonumber(tier)] = { colspan=tonumber(span) or 1, text=str } end end return sourceMap end

--- -- Generates multiple rows needed for a single potion on Potions page -- Invoked by Template:PotionPageRow --- function p.enchantmentPageRow(frame) local args = getArgs(frame) local name = args[1] local affects = args['affects'] local desc = args['desc'] local source = args['source'] local alt_ids = args['alt_ids'] -- used by Turbo-Crop to allow linking multiple enchantments to one row return p._enchantmentPageRow(name, affects, desc, source, alt_ids) end function p._enchantmentPageRow(enchantName, affects, desc, source, alt_ids) local ench = enchData[enchantName] if not ench then return string._error('Invalid enchantment name \"' .. enchantName .. '\"') end local sourceMap = parseSources(source, ench) -- Basic Row Data local introTable = mw.html.create('table'):addClass('wikitable article-enchantments-table') if alt_ids then alt_ids = string.parseTextList( alt_ids, '*' ) for i = 1, #alt_ids do			introTable:tag('tr'):addClass('article-row-before'):attr('id', alt_ids[i]) :tag('td'):css{ display='none' }:done end end local row1 = introTable:tag('tr'):css{ height="37px" } local temp = row1:attr{ id=enchantName }:addClass('article-row-main') -- max width added purely for stylistic reasons on wider table :tag('th'):addClass('lefttxt'):attr{ colspan=2 } :tag('div'):addClass('enchnamediv') :tag('div') :wikitext( link.enchantmentsLink{ enchantName } ) :done if ench.req and ench.req > 0 then -- note: parent div hasn't been `done` yet, so `temp` here is adding it to the parent div, not the row or cell - basically this just acts as a continuation temp:tag('span'):addClass('enchreqdiv') :tag('b'):wikitext(table.concat{ skillname.getSkillName{ 'enchanting', short=true }, ' Lvl: ' }):done :tag('span'):wikitext( ench.req ):done :done end temp:done :done local row2 = introTable:tag('tr'):addClass('enchdisctr'):addClass('article-row-bound') -- 100% height needed for cell contents to use 100% height :tag('td'):addClass('seperator-cell'):wikitext(table.concat{			affects and getAffectsSection(affects) or '',			desc or 'Unknown description'		}):done :done -- Level data half of table / data sub table local dataTable = mw.html.create('table'):addClass('wikitable centertext article-enchantments-table') local dataRow1 = dataTable:tag('tr'):css{ height="37px" } local dataRow2 = dataTable:tag('tr'):css{ ['line-height']='1.3' } local dataRow3 = dataTable:tag('tr'):css{ ['line-height']='1.3' } -- Add level data to rows local numDataColumns = ench.max; local lastLevelWithItem = 0 for i = 1, ench.max do		-- This if checks if both vars and cost for this tier are nil, and skips it if they are (needed for enchants that don't start at 1) if isEnchantmentLevelValid(ench, i) then dataRow1:tag('th'):wikitext( rarity._link(ench.rarity[i], ench.cost[i] and makeMinetip(string._toRoman(i), table.concat{ '&7Apply Cost: &3', ench.cost[i], ' Exp Levels' }) or string._toRoman(i), false, true) ):css{ width=(100/numDataColumns)..'%' } if ench.vars then local levelVars = {} for j, varList in pairs(ench.vars) do					levelVars[#levelVars+1] = varList[i] end dataRow2:tag('td'):wikitext( table.concat(levelVars, ' ') )			end if sourceMap then if sourceMap[i] then dataRow3:tag('td'):attr('colspan', sourceMap[i]['colspan']):addClass('seperator-cell'):wikitext( sourceMap[i]['text'] ) end elseif i == 1 then dataRow3:tag('td'):attr('colspan', ench.max):addClass('seperator-cell'):wikitext( string.blankCell ) end if not sourceMap and not ench.vars then dataRow2:tag('td'):addClass('seperator-cell') :wikitext( ' '..string.blankCell ) :attr{ rowspan=2 } end end end return table.concat{ tostring(introTable), tostring(dataTable) } end

return p