Module:EnemyNav

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Revision as of 16:23, 3 April 2024 by Kiokurashi (talk | contribs)

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
			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", i .. ": " .. prevEnemy .. " : " .. nextEnemy )
	mw.ext.VariablesLua.vardefine( "test2", navList[1] .. " : " .. navList[i] )

	return formatNav(prevEnemy, nextEnemy) 
end

return p