Module:EnemyNav: Difference between revisions
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local nextEnemy = #navList ~= i and navList[i+1] or '' | local nextEnemy = #navList ~= i and navList[i+1] or '' | ||
mw.ext.VariablesLua.vardefine( "test", #navList .. ": " .. prevEnemy .. " : " .. nextEnemy ) | mw.ext.VariablesLua.vardefine( "test", #navList .. ": " .. prevEnemy .. " : " .. nextEnemy ) | ||
return formatNav(prevEnemy, nextEnemy) | return formatNav(prevEnemy, nextEnemy) |
Revision as of 16:30, 3 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
else
return "This type doesn't have an associated Navigation list."
end
-- Iterate until self found.
local i = 1
for n=1, #navList do
if navList[n] == midEnemy then
i = n
mw.ext.VariablesLua.vardefine( "test2", n )
break -- Index foound, break loop.
end
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 = #navList ~= i and navList[i+1] or ''
mw.ext.VariablesLua.vardefine( "test", #navList .. ": " .. prevEnemy .. " : " .. nextEnemy )
return formatNav(prevEnemy, nextEnemy)
end
return p