Module:CoinDisplay
From IdleOn MMO Wiki
Documentation for this module may be created at Module:CoinDisplay/doc
require('strict')
local p = {}
--- Contains the names of all coins available in the game ordered by value.
--- Append a new coin to the end of the list as they're added to the game.
local coins = {
'Copper',
'Silver',
'Gold',
'Platinum',
'Dementia',
'Void',
'Lustre',
'Starfire',
'Dreadlo',
'Godshard',
'Sunder',
'Tydal',
'Marbiglass',
'Orberal',
'Eclipse'
};
--- Gets the image for the coin with the specified index.
--- @param index number The coin's index.
local function getCoinImage(index)
return string.format('[[File:%s Coin.png|link=]]', coins[index])
end
--- Module entry point to be used by templates. Unpacks the frame arguments and
--- invokes the real entry point.
function p.main(frame)
local args = frame:getParent().args
return p._main(args)
end
--- Real module entry point.
--- @param args table The arguments passed in from the frame.
function p._main(args)
-- The unformatted coin quantity.
local value = args[1] or "0"
-- The index of the coin being processed.
local coin = 1
local result = ''
-- Handle processing for every coin except for the highest denomination.
while #value > 0 and coin < #coins do
-- Calculate the number of characters used to represent the current coin.
local num_digits = math.min(2, value:len())
-- Get the quantity for the current coin and strips leading zeroes.
local quantity = tonumber(value:sub(-num_digits))
-- Prepend the coin quantity to the formatted display as long as it is greater than 0.
if quantity > 0 then
result = getCoinImage(coin) .. quantity .. result
end
-- Strip the characters used to represent the current coin.
value = value:sub(0, -num_digits - 1)
-- Move to the next denomination.
coin = coin + 1
end
-- Any overflow should be displayed as the highest-tier coin available.
if value:len() > 0 then
result = getCoinImage(coin) .. value .. result
end
return result
end
return p