Module:EnemyNav: Difference between revisions

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elseif enemyType == 'Rift' then  
elseif enemyType == 'Rift' then  
navList = Lists.riftList  
navList = Lists.riftList  
elseif enemyType == 'Special' then
return ''
elseif enemyType == 'Undefined' then
return midEnemy .. " doesn't have an associated Navigation list.[[Category:EnemyNav Type Error]]"
else  
else  
return "This type doesn't have an associated Navigation list."
return ''
end
end


-- Iterate until self found.
-- Iterate until self found, and through to the end for list size.
local i = 1
local i = 0
for n=1, #navList do
local size = 0
if navList[n] == midEnemy then
for n,v in ipairs(navList) do
i = n
size = size + 1
mw.ext.VariablesLua.vardefine( "test2", n )
if v == midEnemy then i = n end
break -- Index foound, break loop.
end
return "This enemy is not in the " .. enemyType .. " list."
end
end
if i == 0 then return "This enemy is not in the " .. enemyType .. " list." end
-- Using self-index get previous and next enemies, if they exist.
-- Using self-index get previous and next enemies, if they exist.
local prevEnemy = i ~= 1 and navList[i-1] or ''
local prevEnemy = i ~= 1 and navList[i-1] or ''
local nextEnemy = #navList ~= 0 and navList[i+1] or ''
local nextEnemy = i ~= size and navList[i+1] or ''
mw.ext.VariablesLua.vardefine( "test", #navList .. ": " .. prevEnemy .. " : " .. nextEnemy )


return formatNav(prevEnemy, nextEnemy)  
return formatNav(prevEnemy, nextEnemy)  

Latest revision as of 05:46, 6 April 2024

Documentation for this module may be created at Module:EnemyNav/doc

local p = {}
local Lists = mw.loadData("Module:EnemyNav/data") 

local function formatNav(prevEnemy, nextEnemy)
	-- construct output.
	local navBar = [[<div class='EnemyNav'><div class='EnemyNavLeft'>%s</div><div class='EnemyNavCenter'>Enemies</div><div class='EnemyNavRight'>%s</div></div>]]
	local enemySect = "[[File:%s_icon.png|16px|link=%s]] [[%s]]"
	local pFormat = prevEnemy ~= '' and string.format("[[File:ArrowLeft.png|15px|link=%s]]" .. enemySect, prevEnemy, prevEnemy, prevEnemy, prevEnemy) or ''
	local nFormat = nextEnemy ~= '' and string.format(enemySect .. "[[File:ArrowRight.png|15px|link=%s]]", nextEnemy, nextEnemy, nextEnemy, nextEnemy) or ''
	
	return string.format(navBar, pFormat, nFormat)
end

function p.BuildNav( frame )
	local enemyType = frame.args.Type
	local midEnemy = frame.args.Enemy -- Pagename
	local navList = {}
	
	-- branch data load based on type
	if enemyType == 'Normal' then 
		navList = Lists.enemyList 
	elseif enemyType == 'Boss' then 
		navList = Lists.bossList 
	elseif enemyType == 'Event' then 
		navList = Lists.eventList 
	elseif enemyType == 'Dungeon' then 
		navList = Lists.dungeonList 
	elseif enemyType == 'Rift' then 
		navList = Lists.riftList 
	elseif enemyType == 'Special' then 
		return '' 
	elseif enemyType == 'Undefined' then 
		return midEnemy .. " doesn't have an associated Navigation list.[[Category:EnemyNav Type Error]]"
	else 
		return ''
	end

	-- Iterate until self found, and through to the end for list size.
	local i = 0
	local size = 0
	for n,v in ipairs(navList) do
		size = size + 1
		if v == midEnemy then i = n end
	end
	if i == 0 then return "This enemy is not in the " .. enemyType .. " list." end
	
	-- Using self-index get previous and next enemies, if they exist.
	local prevEnemy = i ~= 1 and navList[i-1] or ''
	local nextEnemy = i ~= size and navList[i+1] or ''

	return formatNav(prevEnemy, nextEnemy) 
end

return p