Module:LootTable

local p = {}

local tableColors = { '#EEEEEE', '#feefcd', '#e8f3d8', '#eae9e1', '#f9e6ff', '#f6ffcc', '#e6ffee', '#ffe6e6', '#e6fcff', '#f2f2f2' }

-- parse actual loot info; currently supports up to 10 "pool=" arguments, but number can be increased if needed local function parseLoot(args) local allPools = {} -- stores each pool as a nested table local poolWeights = {} -- stores weights for each pool separately -- determine if these columns have content and should show allPools.hasNotes = false allPools.hasLevel = false allPools.hasXP = false for poolNumber=1, 10 do		local poolArg = args['pool'..poolNumber] if poolArg then local currentPool = {} currentPool.items = {} currentPool.poolNumber = poolNumber currentPool.rolls = args['rolls'..poolNumber] if args['bonusrolls'..poolNumber] then currentPool.bonusRolls = args['bonusrolls'..poolNumber] else currentPool.bonusRolls = '0' end if args['notes'..poolNumber] then currentPool.poolNotes = args['notes'..poolNumber] end poolArg = poolArg .. '\n' -- allow last line to be matched like the rest -- parse input of pool parameter for line in mw.ustring.gmatch(poolArg, '[^\r\n]+[\r\n]') do -- split on newline --local splitLine = {} local currentItem = {} for key, value in mw.ustring.gmatch(line, '([%a]+)%s*:%s*(.-)%s*[;\r\n]') do					if value ~= '' then currentItem[key:lower] = value end end -- convert weight to number; becomes nil if conversion fails if currentItem.weight then currentItem.weight = tonumber(currentItem.weight) end -- if converted to number successfully if currentItem.weight then if not poolWeights[poolNumber] then poolWeights[poolNumber] = currentItem.weight else poolWeights[poolNumber] = poolWeights[poolNumber] + currentItem.weight end end if currentItem.level then allPools.hasLevel = true end if currentItem.xp then allPools.hasXP = true end if currentItem.notes then allPools.hasNotes = true end table.insert(currentPool.items, currentItem) end table.insert(allPools, currentPool) end end return allPools, poolWeights end

-- create output for parsed input local function createLootOutput(allPools, poolWeights, numberColumns, hasLuckRolls) local output = {} for _, currentPool in ipairs(allPools) do		local poolNumber = currentPool.poolNumber local color = tableColors[poolNumber] if not color then color = '' else color = 'background-color:' .. color .. ';'		end for _, currentItem in ipairs(currentPool.items) do			local itemLink = '' if currentItem.item == nil or mw.ustring.lower(currentItem.item) == 'nothing' then itemLink = 'Nothing' else local page = currentItem.item local itemName = currentItem.item -- strip "mcw:" from imagelink and displayed name, while allowing article link to work normally if itemName:sub(1, 4) == 'mcw:' then itemName = itemName:sub(5) end local image = itemName .. '.png' if itemName ~= "Gold Trophy" and itemName ~= "Ornate Trophy" and itemName:find('Trophy') then image = 'Trophy.png' page = 'Trophy' end if currentItem.image then image = currentItem.image end local imagesize = currentItem.imagesize or '32px' local imageLink = ' ' if currentItem.image and currentItem.image:lower == 'none' then imageLink = '' end itemLink = imageLink ..  .. itemName ..  end local quantity = currentItem.quantity or '–' local looting if hasLuckRolls then if currentItem.looting then looting = '+' .. currentItem.looting .. ' per level' else looting = '–' end end local chance if currentItem.weight and poolWeights[poolNumber] then -- weight exists and is not 0 chance = string.format("%.1f", (currentItem.weight / poolWeights[poolNumber]) * 100) .. '%'			else chance = '–' end local level = '' if currentItem.level then level = ' || ' .. currentItem.level elseif allPools.hasLevel then level = ' || ' end local xp = '' if currentItem.xp then xp = ' || ' .. currentItem.xp			elseif allPools.hasXP then xp = ' || ' end local notes = '' if currentItem.notes then notes = ' || style="text-align:left;" | ' .. currentItem.notes elseif allPools.hasNotes then notes = ' || ' end table.insert(output, '|- style="text-align:center;' .. color .. '"') if hasLuckRolls then table.insert(output, '| ' .. itemLink .. ' || ' .. quantity .. ' || '					.. looting .. ' || ' .. chance .. level .. xp .. notes) else table.insert(output, '| ' .. itemLink .. ' || ' .. quantity .. ' || '					.. chance .. level .. xp .. notes) end end -- if either rolls or notes is specified, create a new row for it at the bottom of the pool if currentPool.rolls or currentPool.poolNotes then if color == '' then table.insert(output, '|-') else table.insert(output, '|- style="' .. color .. '"') end local poolText = '| colspan = ' .. numberColumns .. ' | '			-- display info about pool rolls if currentPool.rolls then poolText = poolText .. 'The above pool is rolled ' if currentPool.rolls == '1' then poolText = poolText .. '1 time' else poolText = poolText .. currentPool.rolls .. ' times' end if currentPool.bonusRolls ~= '0' then poolText = poolText .. ', with an additional ' if currentPool.bonusRolls == '1' then poolText = poolText .. 'roll per point of Luck' else poolText = poolText .. currentPool.bonusRolls .. ' rolls per point of Luck' end end poolText = poolText .. '.'			end -- display additional notes about the entire pool if currentPool.poolNotes then if currentPool.rolls then poolText = poolText .. ' '				end poolText = poolText .. currentPool.poolNotes end table.insert(output, poolText) end end return table.concat(output, '\n') end

function p.lootTable(frame) local args = frame if frame == mw.getCurrentFrame then args = require('Module:ProcessArgs').merge( true ) else frame = mw.getCurrentFrame end

local numberColumns = 4 local output = {} -- list of strings to be concatenated into final output local allPools, poolWeights = parseLoot(args)

local title = '' local thirdColumn = '' local hasLuckRolls = true if args.type == 'chest' then title = 'Chest loot' hasLuckRolls = false numberColumns = numberColumns - 1 elseif args.type == 'generic' then title = 'Rewards' hasLuckRolls = false numberColumns = numberColumns - 1 else title = 'Unique drops' thirdColumn = frame:expandTemplate{title = 'tooltip', args = {'Looting', 'The amount of extra items obtainable with the Looting enchantment.'}} end if args.title then title = args.title end if args.otherlooting then thirdColumn = args.otherlooting end local columns = '|-\n! Item !! Quantity !! '	if hasLuckRolls then columns = columns .. thirdColumn .. ' !! '	end columns = columns .. 'Chance' if allPools.hasLevel then columns = columns .. ' !! Level required' numberColumns = numberColumns + 1 end if allPools.hasXP then columns = columns .. ' !! XP' numberColumns = numberColumns + 1 end if allPools.hasNotes then columns = columns .. ' !! Notes' numberColumns = numberColumns + 1 end -- begin creating final output table.insert(output, '{| class = "wikitable"\n|-') table.insert(output, '! colspan = ' .. numberColumns .. ' | ' .. title) table.insert(output, columns .. '\n|-') lootOutput = createLootOutput(allPools, poolWeights, numberColumns, hasLuckRolls) table.insert(output, lootOutput) table.insert(output, '|}') return table.concat(output, '\n') end

return p;