Module:BTD6 stats: Difference between revisions

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m Text replacement - "[[Bloons TD 6 v" to "[[Update history:Bloons TD 6/Version "
 
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subtowers ="BTD6 tower"
subtowers ="BTD6 tower"
}
}
local function parse_beast_table(data, tiers)
local ret = {"\n{|class='wikitable mw-collapsible mw-collapsed'\n|+style='white-space:nowrap'|Beast Power-dependent stats"}
-- local functions to improve performance
local tconcat = table.concat
local sformat = string.format
local msqrt = math.sqrt
local mfloor = math.floor
-- -- -- -- -- --
-- CREATE HEADING
-- -- -- -- -- --
local headingUpper = {}
local upperColspans = {}
local headingLower = {}
local headingEffects = function(effects)
for i, v in ipairs(effects["_order"]) do
local effect = effects[v]
local amount = 0
if v == "Knockback" and effect.lifespan then headingLower[#headingLower+1] = "Lifespan" amount = amount + 1 end
if amount > 0 then
headingUpper[#headingUpper+1] = v
upperColspans[#upperColspans+1] = amount
end
end
end
local headingProjectiles = function(projectiles)
for i, v in ipairs(projectiles["_order"]) do
local projectile = projectiles[v]
local amount = 0
if projectile["maxPierce"]<1 and projectile["pierce"]<99999 then headingLower[#headingLower+1] = "Pierce" amount = amount + 1 end
if projectile["damage"]~=nil and projectile["damage"]>0 then headingLower[#headingLower+1] = "Damage" amount = amount + 1 end
if projectile["damageModifierForStunned"]~=nil then headingLower[#headingLower+1] = "Damage to stunned" amount = amount + 1 end
if amount > 0 then
headingUpper[#headingUpper+1] = v
upperColspans[#upperColspans+1] = amount
end
end
end
local headingAttacks = function(attacks)
for i, v in ipairs(attacks["_order"]) do
local attack = attacks[v]
local amount = 0
if attack.rate and attack.rate < 9999 and not attack.rateMin then headingLower[#headingLower+1] = "Cooldown" amount = amount + 1 end
if attack.initialDamage and attack.initialDamage > 0 then headingLower[#headingLower+1] = "Scratch damage" amount = amount + 1 end
if attack.grapplingDamage and attack.grapplingDamage > 0 then headingLower[#headingLower+1] = "Grappling damage" amount = amount + 1 end
if attack.thrashingProjectileRate then headingLower[#headingLower+1] = "Thrash cooldown" amount = amount + 1 end
if amount > 0 then
headingUpper[#headingUpper+1] = v
upperColspans[#upperColspans+1] = amount
end
-- projectiles
if attack.projectiles then headingProjectiles(attack.projectiles) end
end
end
local headingAbilities = function(abils)
for i, v in ipairs(abils["_order"]) do
local abil = abils[v]
local amount = 0
if abil.cooldown then headingLower[#headingLower+1] = "Cooldown" amount = amount + 1 end
if amount > 0 then
headingUpper[#headingUpper+1] = v
upperColspans[#upperColspans+1] = amount
end
-- projectiles
if abil.projectiles then headingProjectiles(abil.projectiles) end
end
end
local minPower = {
["_002"] = 3,
["_003"] = 8,
["_004"] = 16,
["_005"] = 36,
["_020"] = 3,
["_030"] = 8,
["_040"] = 16,
["_050"] = 36,
["_200"] = 3,
["_300"] = 8,
["_400"] = 16,
["_500"] = 36
}
local maxPower = {
["_200"] = 6,
["_300"] = 24,
["_400"] = 64,
["_500"] = 132,
["_020"] = 6,
["_030"] = 24,
["_040"] = 64,
["_050"] = 132,
["_002"] = 6,
["_003"] = 24,
["_004"] = 64,
["_005"] = 132
}
-- insert headings
if data.speedRangeGyrfalcon > 0 then
headingLower[#headingLower+1] = "Flight speed"
headingUpper[#headingUpper+1]= "Beast"
upperColspans[#upperColspans+1] = 1
end
if data.attacks then headingAttacks(data.attacks) end
if data.abilities then headingAbilities(data.abilities) end
ret[#ret+1] = "!rowspan=2|Power!!rowspan=2|Scale"
for i, v in ipairs(headingUpper) do
ret[#ret+1] = sformat("!colspan=%i|%s", upperColspans[i], v)
end
ret[#ret+1] = "|-\n!" .. table.concat(headingLower, "!!")
-- -- -- -- -- -- --
-- CALCULATE STATS
-- -- -- -- -- -- --
-- current scale
local scale
-- attack cooldown
local insertRate = function(amt)
ret[#ret+1] = sformat("| %.4gs", amt - (data.cooldownScaleRange*scale))
end
-- thrash cooldown
local insertThrashRate = function(amt, thrashRate)
ret[#ret+1] = sformat("| %.4gs", (1 - data.cooldownScaleRange*scale/amt) * thrashRate)
end
-- ability cooldown
local insertAbilityCooldown = function(amt, mainAttackRate)
ret[#ret+1] = sformat("|%.4gs", amt * (1 - (data.cooldownScaleRange*scale/(mainAttackRate - (data.cooldownScaleRange*scale)))))
end
-- damage
local insertDamage = function(amt)
ret[#ret+1] = sformat("|%i", amt + mfloor(data.damageRange*scale))
end
-- dino stun damage
local insertStunDamage = function(amt)
ret[#ret+1] = sformat("|%i", amt + mfloor(data.damageRange*scale/data.stunBonusDivideMicroraptor))
end
-- pierce
local insertPierce = function(amt)
ret[#ret+1] = sformat("|%i", amt + mfloor(data.pierceRange*scale))
end
-- thrash knockback duration
local insertKnockback = function(amt)
ret[#ret+1] = sformat("|%.4gs", amt + (data.thrashKnockbackLifetimeRange*scale))
end
-- bird flight speed
local insertGyrfalconSpeed = function()
ret[#ret+1] = sformat("|%.4g units/s", data.speed + (data.speedRangeGyrfalcon*scale))
end
local parseEffects = function(effects)
for i, v in ipairs(effects["_order"]) do
local effect = effects[v]
if v == "Knockback" and effect.duration then insertKnockback(effect.lifespan) end
end
end
local parseProjectiles = function(projectiles)
for i, v in ipairs(projectiles["_order"]) do
local projectile = projectiles[v]
if projectile.maxPierce < 1 and projectile.pierce < 99999 then insertPierce(projectile.pierce) end
if projectile.damage and projectile.damage > 0 then insertDamage(projectile.damage) end
if projectile.damageModifierForStunned then insertStunDamage(projectile.damageModifierForStunned) end
if projectile.effects then parseEffects(projectile.effects) end
end
end
local parseAttacks = function(attacks)
for i, v in ipairs(attacks["_order"]) do
local attack = attacks[v]
if attack.rate and attack.rate < 9999 and not attack.rateMin then insertRate(attack.rate) end
if attack.initialDamage and attack.initialDamage > 0 then insertDamage(attack.initialDamage) end
if attack.grapplingDamage and attack.grapplingDamage > 0 then insertDamage(attack.initialDamage) end
if attack.thrashingProjectileRate then insertThrashRate(attack.rate, attack.thrashingProjectileRate) end
-- projectiles
if attack.projectiles then parseProjectiles(attack.projectiles) end
end
end
local parseAbilities = function(abils)
for i, v in ipairs(abils["_order"]) do
local abil = abils[v]
local attackRate = data.attacks["Attack"].rate
-- rate
insertAbilityCooldown(abil.cooldown, attackRate)
if abil.projectiles ~= nil then parseProjectiles(abil.projectiles) end
end
end
for i = minPower[tiers], maxPower[tiers] do
scale = ((i - minPower[tiers]) / (maxPower[tiers] - minPower[tiers]))
ret[#ret+1] = sformat("|-\n!%i\n|%.4g%%", i, scale*100)
-- calculations
if data.speedRangeGyrfalcon > 0 then insertGyrfalconSpeed() end
if data.attacks then parseAttacks(data.attacks) end
if data.abilities then parseAbilities(data.abilities) end
end
ret[#ret+1] = "|}"
return table.concat(ret, "\n")
end


function parse_paragon_table(data)
function parse_paragon_table(data)
local ret = {"\n{|class='wikitable mw-collapsible mw-collapsed'\n|+style='white-space:nowrap'|Degree-dependent stats"}
local ret = {"\n{|class='wikitable mw-collapsible mw-collapsed'\n|+style='white-space:nowrap'|Degree-dependent stats"}
local attack_labels = data["attacks"]["_order"]
-- local functions to improve performance
-- local functions to improve performance
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local amount = 0
local amount = 0
if projectile["maxPierce"]<1 then tinsert(heading_lower, "Pierce") amount = amount + 1 end
if projectile["maxPierce"]<1 and projectile["pierce"]<99999 then tinsert(heading_lower, "Pierce") amount = amount + 1 end
if projectile["damage"]~=nil and projectile["damage"]>0 then tinsert(heading_lower, "Damage") amount = amount + 1 end
if projectile["damage"]~=nil and projectile["damage"]>0 then tinsert(heading_lower, "Damage") amount = amount + 1 end
if projectile["damageModifierForBoss"]~=nil then tinsert(heading_lower, "Damage to bosses") amount = amount + 1 end
if projectile["damageModifierForBoss"]~=nil then tinsert(heading_lower, "Damage to bosses") amount = amount + 1 end
if projectile["damageModifierForMoabs"]~=nil then tinsert(heading_lower, "Damage to MOAB-Class") amount = amount + 1 end
if projectile["damageModifierForMoabs"]~=nil then tinsert(heading_lower, "Damage to MOAB-Class") amount = amount + 1 end
if projectile["damageModifierForCeramic"]~=nil then tinsert(heading_lower, "Damage to Ceramic") amount = amount + 1 end
if projectile["damageModifierForCeramic"]~=nil then tinsert(heading_lower, "Damage to Ceramic") amount = amount + 1 end
if projectile["damageModifierForCamo"]~=nil then tinsert(heading_lower, "Damage to Camo") amount = amount + 1 end
if projectile["damageModifierForCamo"]~=nil then tinsert(heading_lower, "Damage to Camo") amount = amount + 1 end
if projectile["damageModifierForStunned"]~=nil then tinsert(heading_lower, "Damage to stunned") amount = amount + 1 end
if projectile["damageModifierForStunned"]~=nil then tinsert(heading_lower, "Damage to stunned") amount = amount + 1 end
if projectile["damageModifierForStickied"]~=nil then tinsert(heading_lower, "Damage to stickied") amount = amount + 1 end
if projectile["damageModifierForStickied"]~=nil then tinsert(heading_lower, "Damage to stickied") amount = amount + 1 end
if amount > 0 then
if amount > 0 then
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-- rate
-- rate
if attack["rate"] ~= nil and attack["rateMin"] == nil then
if attack["rate"] ~= nil and attack["rate"] < 9999 and attack["rateMin"] == nil then
tinsert(heading_lower, "Cooldown")
tinsert(heading_lower, "Cooldown")
tinsert(heading_upper, v)
tinsert(heading_upper, v)
Line 128: Line 364:
if data["attacks"] ~= nil then heading_attacks(data["attacks"]) end
if data["attacks"] ~= nil then heading_attacks(data["attacks"]) end
if data["abilities"] ~= nil then heading_abilities(data["abilities"]) end
if data["abilities"] ~= nil then heading_abilities(data["abilities"]) end
if data["zones"] ~= nil then heading_effects(data["zones"]) end
tinsert(ret, "!rowspan=2|Degree\n!rowspan=2|Power\n!rowspan=2|Boss multiplier")
tinsert(ret, "!rowspan=2|Degree\n!rowspan=2|Power\n!rowspan=2|Boss multiplier")
Line 145: Line 382:
-- attack cooldowns and ability cooldowns
-- attack cooldowns and ability cooldowns
local insert_rate = function(amt)
local insert_rate = function(amt)
tinsert(ret, sformat("|%gs", amt / (1 + (0.01 * msqrt((d-1)*50)))))
tinsert(ret, sformat("|%.4gs", amt / (1 + (0.01 * msqrt((d-1)*50)))))
end
-- damage
local insert_damage = function(amt)
if d == 100 then tinsert(ret, sformat("|%.4g", amt * 2 + 10))
else tinsert(ret, sformat("|%.4g", amt * (1 + (d-1) * 0.01) + mfloor((d-1)/10))) end
end
end
-- damage and pierce use the same formula
-- pierce
local insert_damage_or_pierce = function(amt)
local insert_pierce = function(amt)
if d == 100 then tinsert(ret, sformat("|%g", amt * 2 + 10))
if d == 100 then tinsert(ret, sformat("|%.4g", amt * 2 + 10))
else tinsert(ret, sformat("|%g", amt * (1 + (d-1) * 0.01) + mfloor((d-1)/10))) end
else tinsert(ret, sformat("|%.4g", mfloor(amt * (1 + (d-1) * 0.01)) + (d-1)/10)) end
end
end
-- damage modifiers
-- damage modifiers
local insert_damage_mod = function(amt)
local insert_damage_mod = function(amt)
if d == 100 then tinsert(ret, sformat("| +%g", amt * 2 + 10))
if d == 100 then tinsert(ret, sformat("| +%.4g", amt * 2 + 10))
else tinsert(ret, sformat("| +%g", amt * (1 + (d-1) * 0.01))) end
else tinsert(ret, sformat("| +%.4g", amt * (1 + (d-1) * 0.01))) end
end
end
Line 164: Line 407:
local effect = effects[v]
local effect = effects[v]
if effect["damage"]~=nil then insert_damage_or_pierce(effect["damage"]) end
if effect["damage"]~=nil then insert_damage(effect["damage"]) end
if effect["damageModifierForBoss"]~=nil then insert_damage_mod(effect["damageModifierForBoss"]) end
if effect["damageModifierForBoss"]~=nil then insert_damage_mod(effect["damageModifierForBoss"]) end
if effect["damageModifierForMoabs"]~=nil then insert_damage_mod(effect["damageModifierForMoabs"]) end
if effect["damageModifierForMoabs"]~=nil then insert_damage_mod(effect["damageModifierForMoabs"]) end
Line 178: Line 421:
local projectile = projectiles[v]
local projectile = projectiles[v]
if projectile["maxPierce"]<1 then insert_damage_or_pierce(projectile["pierce"]) end
if projectile["maxPierce"]<1 and projectile["pierce"]<99999 then insert_pierce(projectile["pierce"]) end
if projectile["damage"]~=nil and projectile["damage"]>0 then insert_damage_mod(projectile["damage"]) end
if projectile["damage"]~=nil and projectile["damage"]>0 then insert_damage(projectile["damage"]) end
if projectile["damageModifierForBoss"]~=nil then insert_damage_mod(projectile["damageModifierForBoss"]) end
if projectile["damageModifierForBoss"]~=nil then insert_damage_mod(projectile["damageModifierForBoss"]) end
if projectile["damageModifierForMoabs"]~=nil then insert_damage_mod(projectile["damageModifierForMoabs"]) end
if projectile["damageModifierForMoabs"]~=nil then insert_damage_mod(projectile["damageModifierForMoabs"]) end
if projectile["damageModifierForCeramic"]~=nil then insert_damage_mod(projectile["damageModifierForCeramic"]) end
if projectile["damageModifierForCeramic"]~=nil then insert_damage_mod(projectile["damageModifierForCeramic"]) end
if projectile["damageModifierForCamo"]~=nil then insert_damage_mod(projectile["damageModifierForCamo"]) end
if projectile["damageModifierForCamo"]~=nil then insert_damage_mod(projectile["damageModifierForCamo"]) end
if projectile["damageModifierForStunned"]~=nil then insert_damage_mod(projectile["damageModifierForStunned"]) end
if projectile["damageModifierForStunned"]~=nil then insert_damage_mod(projectile["damageModifierForStunned"]) end
if projectile["damageModifierForStickied"]~=nil then insert_damage_mod(projectile["damageModifierForStickied"]) end
if projectile["damageModifierForStickied"]~=nil then insert_damage_mod(projectile["damageModifierForStickied"]) end
if projectile["effects"] ~= nil then parse_effects(projectile["effects"]) end
if projectile["effects"] ~= nil then parse_effects(projectile["effects"]) end
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-- rate
-- rate
if attack["rate"] ~= nil and attack["rateMin"] == nil then insert_rate(attack["rate"]) end
if attack["rate"] ~= nil and attack["rate"] < 9999 and attack["rateMin"] == nil then
insert_rate(attack["rate"])
end
-- projectiles
-- projectiles
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if data["attacks"] ~= nil then parse_attacks(data["attacks"]) end
if data["attacks"] ~= nil then parse_attacks(data["attacks"]) end
if data["abilities"] ~= nil then parse_abilities(data["abilities"]) end
if data["abilities"] ~= nil then parse_abilities(data["abilities"]) end
if data["zones"] ~= nil then parse_effects(data["zones"]) end
d = d + 1
d = d + 1
Line 241: Line 487:
end
end


function parse_tower(frame, new_data, prev_data, header, paragon)
function parse_tower_base(frame, data, header, paragon)
local template = {}
-- local functions to improve performance
local tinsert = table.insert
local tconcat = table.concat
local sformat = string.format
local ssub = string.sub
-- search through tables
for k, v in pairs(data) do
if type(v) == "table" and ssub(k, 1, 1) ~= "_" then
template[k] = {}
-- iterate through attacks/abilities/subtowers
for _, i in ipairs(v["_order"]) do
if k == "subtowers" then tinsert(template[k], sformat(header, i)) end
-- parse sub-table of table
local stats = parse_stats_base(frame, i, v[i], template_names[k])
if k == "subtowers" and paragon then stats = stats .. parse_paragon_table(v[i]) end
tinsert(template[k], stats)
end
template[k] = tconcat(template[k])
elseif type(v) ~= "table" then
template[k] = data[k]
end
end
if paragon then template["paragon stats"] = parse_paragon_table(data) end
return frame:expandTemplate{title = "BTD6 tower", args = template}
end
 
function parse_stats_base(frame, name, data, template_name)
local template = {name = name}
-- local functions to improve performance
local tinsert = table.insert
local tconcat = table.concat
-- search through tables
for k, v in pairs(data) do
if type(v) == "table" then
template[k] = {}
-- iterate through attacks/abilities/subtowers
for _, i in ipairs(v["_order"]) do
-- parse sub-table of table
tinsert(template[k], parse_stats_base(frame, i, v[i], template_names[k]))
end
template[k] = tconcat(template[k])
else
template[k] = v
end
end
return frame:expandTemplate{title = template_name, args = template}
end
 
function parse_tower(frame, new_data, prev_data, header)
local template = {}
local template = {}
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-- parse sub-table of table
-- parse sub-table of table
local stats = parse_stats(frame, i, v[i], prev_data[k][i], template_names[k])
local stats = parse_stats(frame, i, v[i], prev_data[k][i], template_names[k])
if k == "subtowers" then stats = stats .. parse_paragon_table(v[i]) end
tinsert(template[k], stats)
tinsert(template[k], stats)
end
end
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end
end
end
end
if paragon then template["paragon stats"] = parse_paragon_table(new_data) end
return frame:expandTemplate{title = "BTD6 tower", args = template}
return frame:expandTemplate{title = "BTD6 tower", args = template}
Line 449: Line 756:
if frame.args[2] == nil then
if frame.args[2] == nil then
if data["_000"] ~= nil then
if data["_000"] ~= nil then
return parse_tower(frame, data["_000"], my_data, header, false)
return parse_tower_base(frame, data["_000"], header, false)
else
else
return parse_tower(frame, data, my_data, header, false)
return parse_tower_base(frame, data, header, false)
end
end
else
else
return parse_tower(frame, data["_" .. frame.args[2]], my_data, header, false)
return parse_tower_base(frame, data["_" .. frame.args[2]], header, false)
end
end
end
end
Line 462: Line 769:
local data = mw.loadJsonData(string.format("Module:BTD6 stats/%s/new", frame.args[1]))
local data = mw.loadJsonData(string.format("Module:BTD6 stats/%s/new", frame.args[1]))
local out = parse_tower(frame, data, my_data, "<h3>%s</h3>", true)
local out = parse_tower_base(frame, data, "<h3>%s</h3>", true)
return string.format("<div class='hatnote'>This data was last updated for: [[Bloons TD 6 v%s|version %s]]</div>", data["_last_updated"], data["_last_updated"]) .. out
return string.format("<div class='hatnote'>This data was last updated for: [[Update history:Bloons TD 6/Version %s|version %s]]</div>", data["_last_updated"], data["_last_updated"]) .. out
end
end


Line 499: Line 806:
}
}
tinsert(ret, sformat("<div class='hatnote'>This data was last updated for: [[Bloons TD 6 v%s|version %s]]</div>", data["_last_updated"], data["_last_updated"]))
tinsert(ret, sformat("<div class='hatnote'>This data was last updated for: [[Update history:Bloons TD 6/Version %s|version %s]]</div>", data["_last_updated"], data["_last_updated"]))
for i, v in ipairs(upgrade_crosspaths[frame.args[2]]) do
for i, v in ipairs(upgrade_crosspaths[frame.args[2]]) do
my_data = {}
local result = parse_tower(frame, base_data, my_data, "<h3>%s</h3>", false)
local result = parse_tower(frame, base_data, my_data, "<h3>%s</h3>", false)
-- inject beast handler stats table
if frame.args[1] == "Beast Handler" and not (frame.args[2] == "_000" or frame.args[2] == "_100" or frame.args[2] == "_010" or frame.args[2] == "_001") then
result = result .. parse_beast_table(base_data.subtowers.Beast, frame.args[2])
end
if i == 1 then tinsert(ret, result) end
if i == 1 then tinsert(ret, result) end
for ii, vv in ipairs(v) do
for ii, vv in ipairs(v) do
if base_data[vv] ~= nil then
if base_data[vv] ~= nil then
tinsert(ret, sformat("<h3>%s-%s-%s</h3>", ssub(vv, 2, 2), ssub(vv, 3, 3), ssub(vv, 4, 4)))
local crosspath = parse_tower(frame, base_data[vv], my_data, "<h4>%s</h4>", false)
tinsert(ret, parse_tower(frame, base_data[vv], my_data, "<h4>%s</h4>", false))
if mw.text.trim(crosspath) ~= [[
]] then
tinsert(ret, sformat("<h3>%s-%s-%s</h3>", ssub(vv, 2, 2), ssub(vv, 3, 3), ssub(vv, 4, 4)))
tinsert(ret, crosspath)
end
end
end
end
end
Line 559: Line 877:
function p.last_updated(frame)
function p.last_updated(frame)
local data = mw.loadJsonData(string.format("Module:BTD6 stats/%s/new", frame.args[1]))
local data = mw.loadJsonData(string.format("Module:BTD6 stats/%s/new", frame.args[1]))
return string.format("<div class='hatnote'>This data was last updated for: [[Bloons TD 6 v%s|version %s]]</div>", data["_last_updated"], data["_last_updated"])
return string.format("<div class='hatnote'>This data was last updated for: [[Update history:Bloons TD 6/Version %s|version %s]]</div>", data["_last_updated"], data["_last_updated"])
end
end


return p
return p