Module:Test: Difference between revisions

From Elwiki
No edit summary
Tag: Manual revert
No edit summary
Line 1: Line 1:
-- pystart
-- pystart
require('Module:CommonFunctions')
require('Module:CommonFunctions');
local getArgs = require('Module:Arguments').getArgs
local getArgs = require('Module:Arguments').getArgs
local inspect = require('Module:Inspect').inspect
local p = {}
local p = {}


-- Main process
-- Main process
function p.main(frame)
function p.main(frame)
     local args = getArgs(frame);
     local args = getArgs(frame)
     local is_rose = args[1] == 'Rose' and args.ecp == 'true';
     local out


     -- Argument init
     function inArgs(key)
    local traits = args[3] or args.traits
        if args[key] ~= nil then
    if (traits == nil) then
            return true
         traits = '-, -'
         end
     end
     end
     traits = split(traits);
 
     for k, v in ipairs(traits) do
     local modes = { 'PvE', 'PvP' }
         traits[k] = trim(v)
 
    -- Define the schema for the table
    local tableSchema = {}
     for _, mode in ipairs(modes) do
         tableSchema[mode] = {}
     end
     end
    local skill = args[2] or args.skill
    local default_multiplier = 100


     -- Dictionary for headers
     function forEach(func)
    local prop = { 'MP Usage', 'Cooldown', 'Duration', 'MP Recovery', 'Max Hits', 'Effects' }
         for _, mode in ipairs(modes) do
    if is_rose then
             func(mode)
         for k, v in ipairs(prop) do
             prop[k] = v:gsub('MP', 'ECP')
         end
         end
     end
     end


     local prop_short = { 'mp', 'cd', 'duration', 'mp_recovery', 'hits', 'effects', 'chance' }
     -- Function to create a new table with the desired schema
    function createDamageDataTable()
        local newTable = {}
        for key, value in pairs(tableSchema) do
            if type(value) == "table" then
                newTable[key] = {}
            end
        end
        return newTable
    end


     local STR = {
    -- User requested options
         LIGHT = 'Light',
     local OPTIONS = {
         CRITICAL = 'Critical',
         do_table = args[1] == 'true',
         REVERSED = 'Reversed',
         character = args[2] or args.char or 'Elsword',
         HEAVY = 'Heavy',
         format = args.format ~= 'false',
         HASTE = 'Haste',
         no_max = args.no_max == 'true',
         REGEN1 = 'Regenerating (1)',
         is_append = args.append ~= nil,
         REGEN2 = 'Regenerating (2)',
         append_index = args.append and tonumber(split(args.append)[1]),
         KB1 = 'Killing Blow (1)',
         append_name = args.append and split(args.append)[2],
         KB2 = 'Killing Blow (2)',
        combine_suffix = args.combine_suffix and (' ' .. args.combine_suffix) or '',
         RUTHLESS = 'Ruthless',
         combine = (function()
         POWERFUL = 'Powerful',
            local output = {}
         USEFUL = 'Useful',
            if not args.combine then
         SEC = ' Seconds',
                return nil
         MP = ' MP',
            end
         ECP = ' ECP',
            for _, passive_key in ipairs(split(args.combine)) do
         PERSISTENT = 'Persistent',
                table.insert(output, tonumber(passive_key))
         PERSISTENT2 = 'Persistent2'
            end
            if #output == 0 then
                return nil
            end
            return output
         end)(),
         perm_buff = {
            PvE = args.perm_buff or 1,
            PvP = args.pvp_perm_buff or args.perm_buff or 1
        },
        bug = args.bug == 'true',
         dump = args.dump == 'true',
         dump_table_data = args.dump_table_data == 'true',
         dump_parsed = args.dump_parsed == 'true',
         dump_range = args.dump_range == 'true',
         prefix = args.prefix,
         use_avg = args.use_avg == 'true',
         dmp = args.dmp == 'true' and 3 or args.dmp
     }
     }


     local details = {
     -- Define a table with parsed damage information of all kind.
        { STR.LIGHT, STR.CRITICAL, STR.REVERSED },
     local BASIC_DAMAGE = createDamageDataTable()
        { STR.HEAVY, STR.HASTE,    STR.REGEN2,  STR.RUTHLESS, STR.POWERFUL, STR.REVERSED },
        { STR.KB1 },
        { STR.REGEN1 },
        { STR.USEFUL, STR.PERSISTENT2 },
        { STR.KB2 }
     }


     -- Default values
     -- Define a table with trait names and their values to apply.
     local DEFAULT = {
     local TRAITS = {
         [STR.HEAVY] = {
         -- An empty trait so we keep the original values there.
             cd = 120
        {
            key = '',
            name = 'Normal',
             value = 1
         },
         },
         [STR.LIGHT] = {
         {
             mp = 80
            key = 'enhanced',
            name = 'Enhanced (Trait)',
             value = args.enhanced ~= nil and 0.8
         },
         },
         [STR.CRITICAL] = {
         {
             mp = (args['def_ignore1'] ~= nil or args['def_ignore2'] ~= nil) and 100 or 120
            key = 'empowered',
             name = 'Empowered',
            value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
         },
         },
         [STR.HASTE] = {
         {
             cd = 80
            key = 'useful',
            name = 'Useful',
             value = (args.hits_useful or args.avg_hits_useful) and (args.useful_penalty or args.useful or 0.8) or false
         },
         },
         [STR.RUTHLESS] = {
         {
             cd = 200
            key = 'heavy',
            name = 'Heavy',
            value = args.heavy ~= nil and 1.44
        }
    }
 
    function eval(s)
        return frame:preprocess('{{#expr:' .. s .. '}}')
    end
 
    -- A table with user-requested passive skills (empty by default).
    local PASSIVES = {}
    -- A table with non-numeric arguments to split.
    local TO_SPLIT = { 'append', 'awk_alias' }
 
    for k, v in pairs(args) do
        if string.find(k, 'passive') then
            --[[
            Fix up the passives and put them into a separate table.
            |passive1=... |passive2=... -> { passive1, passive2 }
            --]]
            local passive_name = v
            local is_custom = string.find(k, '_define') ~= nil
            local passive_index = string.match(k, "%d")
            local passive_values = split(is_custom and v or
                frame:preprocess('{{:' .. passive_name .. '}}{{#arrayprint:' .. passive_name .. '}}'));
 
            if is_custom then
                passive_name = passive_values[#passive_values]
                passive_values[#passive_values] = nil
             end
 
            PASSIVES[tonumber(passive_index)] = {
                name = passive_name,
                value = passive_values[1],
                value_pvp = passive_values[2],
                alias = args['alias' .. passive_index] or (passive_index == OPTIONS.append_index and OPTIONS.append_name),
                suffix = args['suffix' .. passive_index] and (' ' .. args['suffix' .. passive_index]) or '',
                prefix = args['prefix' .. passive_index] and (args['prefix' .. passive_index] .. ' ') or '',
                exist = frame:preprocess('{{#ifexist:' .. passive_name .. '|true|false}}') == 'true'
            }
        elseif not string.find(v, '[a-hj-zA-HJ-Z]+') then
            --[[
            Change how args are received.
            dmg = 500, 700, 800 (string) -> dmg = { 500, 700, 800 } (table)
            --]]
            local split_values = split(v)
            -- Perform automatic math on each value.
            for k2, v2 in pairs(split_values) do
                if not string.find(v, '[a-zA-Z]+') then
                    split_values[k2] = eval(v2)
                end
            end
            args[k] = split_values
        elseif inArrayHasValue(k, TO_SPLIT) then
            args[k] = split(v)
        end
    end
 
    -- Set basic hit count to 1 for all damage.
    for k, v in ipairs(args.dmg) do
        if not args.hits then
            args.hits = {}
        end
        if not args.hits[k] then
            args.hits[k] = 1
        end
    end
 
    -- Set basic hit count to 1 for all cancel damage.
    if args.cancel_dmg then
        for k, v in ipairs(args.cancel_dmg) do
            if not args.cancel_hits then
                args.cancel_hits = {}
            end
            if not args.cancel_hits[k] then
                args.cancel_hits[k] = 1
            end
        end
    end
 
    -- Store a configuration that will tell the main function how to behave given different inputs.
    -- It will always take the first value if available. If not, fall back to the other (recursively).
    local BASE_DAMAGE_CONFIG = {
        total_damage = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'hits' },
            provided = { 'dmg' }
         },
         },
         [STR.POWERFUL] = {
         total_damage_awk = {
             cd = 150
             damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'awk_hits', 'hits' },
            provided = { 'awk_dmg', 'awk_hits' }
         },
         },
         [STR.REGEN1] = {
         avg_damage = {
             chance = 50,
             damage_numbers = { 'dmg' },
             mp = 50
            hit_counts = { 'avg_hits', 'hits' },
             provided = { 'avg_hits' }
         },
         },
         [STR.REGEN2] = {
         avg_damage_awk = {
             chance = 50,
            damage_numbers = { 'awk_dmg', 'dmg' },
             cd = 50
             hit_counts = { 'avg_awk_hits', 'awk_hits', 'avg_hits', 'hits' },
             provided = { 'avg_awk_hits', args.awk_dmg and 'avg_hits' or nil }
         },
         },
         [STR.REVERSED] = {
         -- Store the logic for Useful traits
             mp = 60,
        total_damage_useful = {
             cd = 150
             damage_numbers = { 'dmg' },
             hit_counts = { 'hits_useful', 'hits' },
            provided = { 'hits_useful' }
         },
         },
         [STR.USEFUL] = {
         total_damage_awk_useful = {
             dmg = 80
             damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'awk_hits_useful', 'awk_hits', 'hits_useful', 'hits' },
            provided = { 'awk_hits_useful' }
        },
        avg_damage_useful = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'avg_hits_useful', 'hits_useful', 'avg_hits', 'hits' },
            provided = { 'avg_hits_useful' }
        },
        avg_damage_awk_useful = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'avg_awk_hits_useful', 'avg_awk_hits', 'hits_useful', 'hits' },
            provided = { 'avg_awk_hits_useful' }
         },
         },
        [STR.PERSISTENT2] = {
            dmg = 100
        }
     }
     }


     local function color(char)
     local DAMAGE_CONFIG = {}
         char = char or args[1] or args.char or 'Elsword'
    function handleCancel()
         return char:gsub('/', '')
         local processed_keys = {}
         for config_key, config_value in pairs(BASE_DAMAGE_CONFIG) do
            if not config_key:match('cancel_') then
                local new_config_value = {}
                for arg_table_key, arg_table in pairs(config_value) do
                    local new_arg_table = {}
                    for _, arg in ipairs(arg_table) do
                        table.insert(new_arg_table, 'cancel_' .. arg)
                    end
                    new_config_value[arg_table_key] = new_arg_table
                end
                local new_key = 'cancel_' .. config_key
                DAMAGE_CONFIG[new_key] = new_config_value
                processed_keys[new_key] = true
            end
        end
        return processed_keys
     end
     end


     local trait_table = mw.html.create('div'):attr('class', 'content-table'):tag('table'):attr({
     if args.cancel_dmg then
        cellpadding = '5',
        handleCancel()
        border = '1',
        DAMAGE_CONFIG = table.fuse(BASE_DAMAGE_CONFIG, DAMAGE_CONFIG)
        class = 'colortable-' .. color()
    else
    }):css({
        DAMAGE_CONFIG = BASE_DAMAGE_CONFIG
        ['border-collapse'] = 'collapse',
    end
        ['text-align'] = 'center'
 
    })
    -- Inherits values from args if not provided, but usage suggests that they're meant to be generated.
    function inherit(mode)
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
        for config_key, config_value in pairs(DAMAGE_CONFIG) do
            for arg_table_key, arg_table in pairs(config_value) do
                if arg_table_key ~= 'provided' and arg_table then
                    -- We only do this for the first (main) key
                    local main_key = arg_table[1]
                    local main_key_prefixed = prefix .. main_key
                    local main_arg_values = args[main_key_prefixed]
 
                    -- Only if the main argument values exist.
                    if main_arg_values then
                        local i = 1
                        --[[
                            Loop over all damage and attempt to inherit in chain.
                            Break the loop if a match was found. Note: For this to work, the value must be an empty string.
                            Alternatively, it can contain an "i" to template the value to inherit.
                        ]]
                        local cancel_dmg_len = args.cancel_dmg and #(args.cancel_dmg) or 0
                        while i <= (#(args.dmg) + cancel_dmg_len) do
                            local main_arg_value = main_arg_values[i]
 
                            for ix, inherit_key in ipairs(arg_table) do
                                local inherit_arg = args[prefix .. inherit_key] or args[inherit_key]
                                -- No inheritance from itself.
                                if inherit_arg and inherit_arg[i] and inherit_arg[i] ~= '' and ix ~= 1 then
                                    -- Only inherit if empty
                                    if main_arg_value == '' then
                                        args[main_key_prefixed][i] = inherit_arg[i]
                                        break
                                    elseif main_arg_value and string.find(main_arg_value, 'i') and inherit_arg[i] then
                                        args[main_key_prefixed][i] = eval(main_arg_value:gsub('i', inherit_arg[i]))
                                        break
                                    end
                                end
                            end


    function new_row()
                            i = i + 1
         return trait_table:tag('tr')
                        end
                    end
                end
            end
         end
     end
     end


     -- headers
     forEach(inherit)
    local tr1 = new_row()
    local tr2 = new_row()
    local tr3 = new_row()


     local has_pvp_values = false
     local DAMAGE_PARSED = createDamageDataTable()
     for k, v in pairs(args) do
     function parseConfig(mode)
        if string.find(k, '_pvp') then
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
            has_pvp_values = true
        for config_key, config_value in pairs(DAMAGE_CONFIG) do
             break
            for k, v in pairs(config_value) do
                local output_value = v
                for _, v2 in ipairs(v) do
                    local arg_from_template = args[prefix .. v2] or args[v2]
                    if arg_from_template ~= nil then
                        output_value = arg_from_template
                        if k == 'provided' then
                            output_value = true
                            -- Do not generate total_damage values at all if the skill can't reach them.
                            if string.find(config_key, 'total_') and OPTIONS.no_max then
                                output_value = false
                            end
                        end
                        break
                    else
                        if k == 'provided' then
                            output_value = false
                        else
                            output_value = {}
                        end
                    end
                end
                if DAMAGE_PARSED[mode][config_key] == nil then
                    DAMAGE_PARSED[mode][config_key] = {}
                end
                DAMAGE_PARSED[mode][config_key][k] = output_value
             end
         end
         end
     end
     end


     local tr4
     forEach(parseConfig)
     -- If pvp values exist, we need the row to place them.
 
     if has_pvp_values and not tr4 then
     -- Detected "count", for skills like Clementine, Enough Mineral, etc.
         tr4 = new_row()
     function doEachDamage()
         -- Add indicator headers
         local WITH_EACH = table.deep_copy(DAMAGE_PARSED)
        tr1:tag('th'):wikitext('Mode'):attr('rowspan', 2)
         for mode, mode_content in pairs(DAMAGE_PARSED) do
        tr3:tag('td'):wikitext(frame:expandTemplate {
            for damage_key, damage_value in pairs(mode_content) do
            title = 'PvE'
                if string.find(damage_key, 'total_') then
        })
                    local new_value = table.deep_copy(damage_value)
        tr4:tag('td'):wikitext(frame:expandTemplate {
 
             title = 'PvP'
                    for k, hit_count in ipairs(new_value.hit_counts) do
         })
                        hit_count = hit_count == '' and 1 or hit_count
                        new_value.hit_counts[k] = hit_count *
                            ((string.find(damage_key, 'awk_') and args.awk_count) and args.awk_count[1] or args.count[1])
                    end
 
                    WITH_EACH[mode][damage_key:gsub("total_", "each_")] = damage_value
                    WITH_EACH[mode][damage_key] = new_value
                end
             end
        end
         return WITH_EACH
     end
     end


     -- Loop through 2 input traits.
     if args.count then
    for trait_count, trait_name in ipairs(traits) do
         DAMAGE_PARSED = doEachDamage()
         local th = tr1:tag('th'):wikitext(trait_name:gsub('Persistent2', 'Persistent') .. ' ' .. skill);
    end
        local th_effect;
        local th_skilltext;
        local default_value = DEFAULT[trait_name] or {};


         -- Check if detail fields are required and which.
    function doBasicDamage()
        for detail_key, detail in ipairs(details) do
         for mode, mode_content in pairs(DAMAGE_PARSED) do
            if not th_effect then
            for damage_key, damage_value in pairs(mode_content) do
                th_effect = tr2:tag('th'):wikitext('Attribute Effect');
                local i = 1
                local output = 0
                -- Check if to even generate the damage.
                if damage_value.provided then
                    -- Loop through damage numbers and multiply them with hits.
                    for k, damage_number in ipairs(damage_value.damage_numbers) do
                        local hit_count = damage_value.hit_counts[i]
                        hit_count = hit_count == '' and 1 or hit_count
                        output = output + (damage_number * hit_count)
                        i = i + 1
                    end
                    -- Write the result to a separate object.
                    BASIC_DAMAGE[mode][damage_key] = output
                end
             end
             end
             if indexOf(trait_name, detail) then
        end
                 local th_detail = tr2:tag('th'):wikitext(prop[detail_key]);
    end
                 th:attr('colspan', tonumber(th:getAttr('colspan') or 1) + 1)
 
    doBasicDamage()
 
    -- Adding missing cancel part damage to full, so that repetition wouldn't be a problem.
    function addCancelDamage()
        for mode, mode_content in pairs(BASIC_DAMAGE) do
             for damage_key, damage_value in pairs(mode_content) do
                 local cancel_candidate = BASIC_DAMAGE[mode]['cancel_' .. damage_key]
                 if not string.find(damage_key, 'cancel_') and cancel_candidate then
                    BASIC_DAMAGE[mode][damage_key] = damage_value + cancel_candidate
                end
             end
             end
         end
         end
    end


        -- Unnamed argument.
    if args.cancel_dmg then
         local unnamed = split(args[3 + trait_count]);
         addCancelDamage()
        local MP_ARG = args['mp' .. trait_count] or args['mp_recovery' .. trait_count] or default_value['mp_recovery'] or
    end
            default_value['mp'];
        local ECP_ARG = nil


         if is_rose then
    local WITH_TRAITS = createDamageDataTable()
             unnamed[2] = unnamed[1] or args['mp' .. trait_count]
    function doTraits()
            ECP_ARG = unnamed[1] or args['mp' .. trait_count]
        -- Handle traits here
             MP_ARG = nil
         for mode, mode_content in pairs(BASIC_DAMAGE) do
             for damage_key, damage_value in pairs(mode_content) do
                for _, trait in pairs(TRAITS) do
                    --[[
                    Suffix all damage values with existing traits.
                    Useful already has the prefix, so only multiply with its value.
                    Also, we don't want other traits to multiply with Useful,
                    so we skip those situations, as impossible in-game.
                    --]]
                    if (trait.value and trait.key ~= 'useful') or (string.find(damage_key, 'useful') and trait.key == 'useful') then
                        WITH_TRAITS[mode][damage_key .. ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key))] =
                            damage_value * trait.value
                    end
                end
             end
         end
         end
    end


        -- Append contents.
    doTraits()
         for detail_key, detail in ipairs(details) do
 
             if not th_skilltext then
    local WITH_PASSIVES = createDamageDataTable()
                 th_skilltext = tr3:tag('td'):attr('rowspan', has_pvp_values and 2 or 1):wikitext(frame:expandTemplate {
 
                     title = 'SkillText',
    --[[
                     args = {
    Generates passives with every possible combinations of all subsets.
                        trait_name,
    For example: 3 passives are given, so it will generate the following:
                         unnamed[1],
    (1), (2), (3), (1, 2), (1, 3), (1, 2, 3), (2, 3)
                         unnamed[2],
    ]]
                         MP = args['def_ignore' .. trait_count] ~= nil and 'Energy' or MP_ARG,
    function doPassives()
                        ECP = ECP_ARG,
         for mode, mode_content in pairs(WITH_TRAITS) do
                        CD = args['cd' .. trait_count] or default_value['cd'],
             for damage_key, damage_value in pairs(mode_content) do
                         DURATION = args['duration' .. trait_count],
                 local combinations = { {} }
                        CHANCE = args['chance' .. trait_count] or default_value['chance'],
                for passive_key, passive in pairs(PASSIVES) do
                        DAMAGE = args['dmg' .. trait_count] or default_value['dmg'],
                     local count = #combinations
                        DEF_IGNORE = args['def_ignore' .. trait_count],
                     for i = 1, count do
                         DEF_IGNORE_PVP = args['pvp_def_ignore' .. trait_count]
                         local new_combination = { unpack(combinations[i]) }
                    }
                         table.insert(new_combination, passive_key)
                 });
                         table.insert(combinations, new_combination)
                    end
                end
                for _, combination in pairs(combinations) do
                    local passive_multiplier = 1
                    local name_suffix = ''
                    if #combination > 0 then
                        table.sort(combination)
                         for _, passive_key in pairs(combination) do
                            passive_multiplier = passive_multiplier *
                                tonumber(PASSIVES[passive_key][mode == 'PvE' and 'value' or 'value_pvp'])
                            name_suffix = name_suffix .. '_passive' .. passive_key
                         end
                    end
                    WITH_PASSIVES[mode][damage_key .. name_suffix] = damage_value * passive_multiplier
                 end
             end
             end
        end
    end


            function doDetail()
    doPassives()
                for _, modeSuffix in ipairs({ '', '_pvp' }) do
                    if indexOf(trait_name, detail) then
                        local short_detail = prop_short[detail_key]
                        local short_detail_improved = short_detail
                        local is_pvp = modeSuffix == '_pvp'


                         -- Fix Regen 1.
    local RANGE = {
                        if short_detail == 'mp_recovery' then
        min_count = args.range_min_count and args.range_min_count[1] or 1,
                            short_detail_improved = 'mp'
        max_count = args.range_max_count and args.range_max_count[1] or 1,
        PvE = {
            min = args.range_min and args.range_min[1] or 1,
            max = args.range_max and args.range_max[1] or 1
        },
        PvP = {
            min = args.range_min and (args.range_min[2] or args.range_min[1]) or 1,
            max = args.range_max and (args.range_max[2] or args.range_max[1]) or 1
        }
    }
 
    local WITH_RANGE = createDamageDataTable()
    function doDamageBuffRange()
        -- Handle damage range here
        for mode, mode_content in pairs(WITH_PASSIVES) do
            for damage_key, damage_value in pairs(mode_content) do
                WITH_RANGE[mode][damage_key] = { min = 0, max = 0 }
                for _, range in ipairs({ 'min', 'max' }) do
                    local final_damage_value = damage_value * (1 + ((RANGE[mode][range] - 1) * RANGE[range .. '_count'])) *
                         OPTIONS.perm_buff[mode]
                    WITH_RANGE[mode][damage_key][range] = not OPTIONS.format and final_damage_value or
                        formatDamage(final_damage_value)
                end
            end
        end
    end
 
    doDamageBuffRange()
 
    local FINAL_DAMAGE = WITH_RANGE
 
    -- Helper function to iterate over traits.
    function checkTraits(settings)
        local output
        if not settings then
            output = false
        else
            output = settings.output or {}
        end
 
        for trait_index, trait in ipairs(TRAITS) do
            if trait.value ~= false and trait_index ~= 1 then
                if settings and type(settings.action) == 'function' then
                    settings.action(trait, output, settings)
                else
                    return true
                end
            end
        end
        return output
    end
 
    -- Helper function to iterate over passives.
    function checkPassives(settings)
        local output = settings.output or {}
        local PASSIVES_WITH_COMBINED = table.deep_copy(PASSIVES)
 
        -- Handle combined passives properly.
        if OPTIONS.combine then
            table.insert(PASSIVES_WITH_COMBINED, {
                is_combined = true
            })
        end
 
        for passive_index, passive in ipairs(PASSIVES_WITH_COMBINED) do
            if (not OPTIONS.is_append or (OPTIONS.is_append and OPTIONS.append_index ~= passive_index)) and (not inArrayHasValue(passive_index, OPTIONS.combine or {}) or inArrayHasValue(passive_index, args.display_separated or {})) then
                if type(settings.action) == 'function' then
                    settings.action(passive, output, passive_index)
                else
                    return true
                end
            end
        end
        return output
    end
 
    -- Generate the table
    local TABLE = mw.html.create('table'):attr({
        cellpadding = 5,
        border = 1,
        style = 'border-collapse: collapse; text-align: center',
        class = 'colortable-' .. OPTIONS.character
    })
 
    -- Our table structure
    local TABLE_CONTENT = {
        {
            type = 'extra',
            text = { 'Average' },
            is_visible = OPTIONS.no_max,
            no_damage = true
        },
        {
            type = 'passives',
            text = checkPassives({
                output = { 'Base' },
                action = function(passive, output)
                    if passive.is_combined then
                        -- Handling combined passive header name.
                        local combo = {}
                        for _, passive_key in ipairs(OPTIONS.combine) do
                            passive = PASSIVES[passive_key]
                            table.insert(combo,
                                link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                         end
                         end
                        table.insert(output, table.concat(combo, '/') .. OPTIONS.combine_suffix)
                    else
                        table.insert(output,
                            link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                    end
                end
            }),
            keywords = checkPassives({
                action = function(passive, output, passive_index)
                    if passive.is_combined then
                        -- Handling combined passive damage cells.
                        table.insert(output, sortPassives('passive' .. table.concat(OPTIONS.combine, '_passive')))
                    else
                        table.insert(output, 'passive' .. passive_index)
                    end
                end
            }),
            is_visible = not OPTIONS.no_max or #PASSIVES > 0
        },
        {
            type = 'passive_appended',
            text = {
                'Normal',
                OPTIONS.is_append and
                link(PASSIVES[OPTIONS.append_index].name,
                    PASSIVES[OPTIONS.append_index].alias or OPTIONS.append_name or nil,
                    PASSIVES[OPTIONS.append_index].prefix,
                    PASSIVES[OPTIONS.append_index].suffix,
                    PASSIVES[OPTIONS.append_index].exist
                )
            },
            keywords = { OPTIONS.is_append and ('passive' .. OPTIONS.append_index) or nil },
            is_visible = OPTIONS.is_append or false
        },
        {
            type = 'awakening',
            text = { 'Regular', (function()
                if OPTIONS.dmp then
                    return link('Dynamo Point System', 'Dynamo Configuration', nil,
                        OPTIONS.dmp ~= 'false' and ('(' .. OPTIONS.dmp .. ' DMP)'))
                elseif args.awk_alias then
                    return link(unpack(args.awk_alias))
                end
                return link('Awakening Mode')
            end)()
            },
            keywords = { 'awk' },
            keyword_next_to_main_key = true,
            is_visible = inArgs('awk_dmg') or inArgs('awk_hits') or inArgs('avg_awk_hits') or false
        },
        {
            type = 'traits',
            text = checkTraits({
                output = { 'Normal' },
                action = function(trait, output)
                    table.insert(output, trait.name)
                end
            }),
            keywords = checkTraits({
                action = function(trait, output)
                    table.insert(output, trait.key)
                end
            }),
            is_visible = checkTraits()
        },
        {
            type = 'cancel',
            text = {
                'Cancel', 'Full'
            },
            keywords = { 'cancel' },
            keyword_first = true,
            is_visible = inArgs('cancel_dmg')
        },
        {
            type = 'hit_count',
            text = {
                (inArgs('count') and not OPTIONS.use_avg) and
                (table.concat({ 'Per', args.count_name or 'Group' }, ' ')) or 'Average',
                'Max'
            },
            keywords = (function()
                if inArgs('avg_hits') or inArgs('count') then
                    return { (inArgs('count') and not OPTIONS.use_avg) and 'each' or 'avg', 'total' }
                end
                return { 'total' }
            end)(),
            is_visible = ((inArgs('avg_hits') or inArgs('count')) and not OPTIONS.no_max) or false
        }
    }
    function TABLE:new()
        return self:tag('tr')
    end
    function returnDamageInOrder()
        local main_key = 'damage'
        local all_list = {}
        -- Initialize current list with main key
        local current_list = { main_key }
        for i = #TABLE_CONTENT, 1, -1 do
            local current_row = TABLE_CONTENT[i]
            local new_list = {}


                        local detail_content = args[short_detail_improved .. trait_count]
            -- Check if it's the first iteration. If so, append phrases.
                         local multiplier = detail_content or default_value[short_detail_improved] or 100
            if not current_row.no_damage then
                        local suffix = ''
                if i == #TABLE_CONTENT then
                         if short_detail_improved == 'mp' then
                    for _, keyword in ipairs(current_row.keywords) do
                             suffix = STR.MP
                         if not OPTIONS.no_max or (OPTIONS.no_max and keyword ~= 'total') then
                             if is_rose then
                            local new_key = keyword .. '_' .. main_key
                                 suffix = STR.ECP
                            table.insert(new_list, new_key)
                         end
                    end
                elseif current_row.is_visible then
                    -- Append suffix for each keyword in current row
                    for _, keyword in ipairs(current_row.keywords) do
                        -- Iterate through previous keys
                        for _, prev_key in ipairs(all_list) do
                            local new_key = prev_key .. '_' .. keyword
                             -- If needed, move the suffix to the rightmost of main_key.
                            if current_row.keyword_next_to_main_key then
                                new_key = prev_key:gsub(main_key, main_key .. '_' .. keyword)
                             elseif current_row.keyword_first then
                                 new_key = keyword .. '_' .. prev_key
                             end
                             end
                        elseif short_detail == 'cd' or short_detail == 'duration' then
                             table.insert(new_list, new_key)
                             suffix = STR.SEC
                         end
                         end
                    end
                end
                -- Append new_list to all_list
                for _, new_key in ipairs(new_list) do
                    table.insert(all_list, sortPassives(new_key))
                end
            end
        end


                        local base_detail = args[short_detail_improved .. modeSuffix]
        -- Sort the list once more, in order to swap the order of cancel & full.
        if inArgs('cancel_dmg') then
            local new_list = {}
            local cancel_counter = 1
            local full_counter = 2
            for i, damage_key in ipairs(all_list) do
                local regex = "^(%w+_)"
                local prefix = 'cancel_'
                local match = string.match(damage_key, regex)
                if (match == prefix) then
                    new_list[i] = damage_key:gsub(prefix, "")
                else
                    new_list[i] = prefix .. damage_key
                end
            end
            all_list = new_list
        end


                        local function calcEndValue(base)
        return all_list
                            local end_value;
    end
                            if base and tonumber(base) == nil then
 
                                end_value = base
    function doInitialCell(new_row)
                            else
        return new_row:tag('th'):wikitext('Mode')
                                end_value = (tonumber(multiplier) / 100) * tonumber(base or -1)
    end
                            end
 
                            if tonumber(end_value) ~= nil and tonumber(end_value) < 0 then
    function doHeaders()
                                end_value = '-'
        local current_multiplier = 0 -- Keeps track of the number of cells to spawn
                            end
        local initial_header_cell    -- The leftmost cell that says "Mode"
                            return end_value .. suffix
        local iterations = 0        -- Keeps track of iterations that successfully rendered something. Required to tell the initial cell how many columns to span.
                        end


                        local end_value = calcEndValue(base_detail)
        for row_index, row in ipairs(TABLE_CONTENT) do
            if row.is_visible then
                local new_row = TABLE:new()
                local next_multiplier = 0


                        local enhanced_detail = args[short_detail_improved .. modeSuffix .. '_enhanced']
                -- Only spawn the initial cell in the first generated row.
                        if enhanced_detail ~= nil then
                if iterations == 0 and not initial_header_cell then
                            end_value = end_value .. "<br/>'''" .. frame:expandTemplate {
                    initial_header_cell = doInitialCell(new_row)
                                title = 'Tt',
                end
                                args = { calcEndValue(enhanced_detail) .. "'''",
                                    "Final Enhanced Skill" }
                            }
                        end


                        if (is_pvp and base_detail) or not is_pvp then
                --[[
                            local detail_text = end_value
                We need to know how the colspan will look like.
                            if end_value == '-' and args['detail' .. trait_count] then
                So the solution is to loop through the table again and check how many cells will be spawned.
                                detail_text = args
                And also multiply everything, because it is exponential.
                                    ['detail' .. trait_count]
                ]]
                            end
                local colspan_value = 1
                for k, v in ipairs(TABLE_CONTENT) do
                    if k > row_index and v.is_visible then
                        colspan_value = colspan_value * #v.text
                    end
                end


                            if not string.find(end_value, '-') then
                -- Now we can spawn our header cells depending on what is known.
                                local detail_cell = (is_pvp and tr4 or tr3):tag('td'):wikitext(detail_text):attr('rowspan', has_pvp_values and (not args[short_detail_improved .. '_pvp']) and 2 or 1);
                for i = 1, (current_multiplier == 0 and 1 or current_multiplier), 1 do
                            end
                    for _, text in ipairs(row.text) do
                         end
                        local new_cell = new_row:tag('th')
                        new_cell:attr('colspan', colspan_value):wikitext(text)
                         next_multiplier = next_multiplier + 1
                     end
                     end
                 end
                 end
                current_multiplier = next_multiplier
                iterations = iterations + 1
             end
             end
        end
        -- Apply rowspan of the same value as iteration count.
        initial_header_cell:attr('rowspan', iterations)
    end
    -- Helper function to display ranges.
    function doRangeText(damage_number)
        if damage_number and damage_number.min == damage_number.max then
            damage_number = damage_number.min
        elseif damage_number then
            damage_number = damage_number.min ..
                '<span style="white-space: nowrap;"> ~</span> ' .. damage_number.max
        end
        return damage_number
    end
    function doContentByMode(mode)
        local mode_row = TABLE:new()
        mode_row:tag('td'):wikitext(frame:expandTemplate { title = mode })
        local damage_entries = returnDamageInOrder()
        local last_number
        local last_unique_cell
        for _, damage_key in ipairs(damage_entries) do
            if args.dump_names ~= 'true' then
                local damage_number = FINAL_DAMAGE[mode][damage_key]
                damage_number = doRangeText(damage_number)


             doDetail()
                if last_number ~= damage_number then
                    -- Display ranges.
                    local new_cell = mode_row:tag('td'):wikitext(damage_number
                        -- Error out if it doesn't exist
                        or frame:expandTemplate {
                            title = 'color',
                            args = { 'red', '&#35;ERROR' }
                        })
                    last_unique_cell = new_cell
                else
                    last_unique_cell:attr('colspan', (last_unique_cell:getAttr('colspan') or 1) + 1)
                end
                last_number = damage_number
             else
                mode_row:tag('td'):wikitext(damage_key)
            end
         end
         end
     end
     end


     return tostring(trait_table);
    function doTable()
        doHeaders()
        forEach(doContentByMode)
    end
 
    doTable()
 
    -- Dump all values if wanted.
    if OPTIONS.dump_table_data then
        return inspect_dump(frame, TABLE_CONTENT)
    elseif OPTIONS.dump then
        return inspect_dump(frame, FINAL_DAMAGE)
    elseif OPTIONS.dump_parsed then
        return inspect_dump(frame, DAMAGE_PARSED)
    end
 
    local bug = ''
    if OPTIONS.bug then
        bug = frame:expandTemplate {
            title = 'SkillText',
            args = { 'FreeTraining' }
        }
    end
 
    -- Transform into variables
    local variables = doVariables(frame, FINAL_DAMAGE, OPTIONS.prefix)
 
    if out ~= nil then
        return inspect_dump(frame, out)
    end
 
     return variables .. bug .. (OPTIONS.do_table and tostring(TABLE) or '')
end
end


return p
return p
-- pyend
-- pyend

Revision as of 12:50, 5 October 2023

Documentation for this module may be created at Module:Test/doc

-- pystart
require('Module:CommonFunctions');
local getArgs = require('Module:Arguments').getArgs
local inspect = require('Module:Inspect').inspect
local p = {}

-- Main process
function p.main(frame)
    local args = getArgs(frame)
    local out

    function inArgs(key)
        if args[key] ~= nil then
            return true
        end
    end

    local modes = { 'PvE', 'PvP' }

    -- Define the schema for the table
    local tableSchema = {}
    for _, mode in ipairs(modes) do
        tableSchema[mode] = {}
    end

    function forEach(func)
        for _, mode in ipairs(modes) do
            func(mode)
        end
    end

    -- Function to create a new table with the desired schema
    function createDamageDataTable()
        local newTable = {}
        for key, value in pairs(tableSchema) do
            if type(value) == "table" then
                newTable[key] = {}
            end
        end
        return newTable
    end

    -- User requested options
    local OPTIONS = {
        do_table = args[1] == 'true',
        character = args[2] or args.char or 'Elsword',
        format = args.format ~= 'false',
        no_max = args.no_max == 'true',
        is_append = args.append ~= nil,
        append_index = args.append and tonumber(split(args.append)[1]),
        append_name = args.append and split(args.append)[2],
        combine_suffix = args.combine_suffix and (' ' .. args.combine_suffix) or '',
        combine = (function()
            local output = {}
            if not args.combine then
                return nil
            end
            for _, passive_key in ipairs(split(args.combine)) do
                table.insert(output, tonumber(passive_key))
            end
            if #output == 0 then
                return nil
            end
            return output
        end)(),
        perm_buff = {
            PvE = args.perm_buff or 1,
            PvP = args.pvp_perm_buff or args.perm_buff or 1
        },
        bug = args.bug == 'true',
        dump = args.dump == 'true',
        dump_table_data = args.dump_table_data == 'true',
        dump_parsed = args.dump_parsed == 'true',
        dump_range = args.dump_range == 'true',
        prefix = args.prefix,
        use_avg = args.use_avg == 'true',
        dmp = args.dmp == 'true' and 3 or args.dmp
    }

    -- Define a table with parsed damage information of all kind.
    local BASIC_DAMAGE = createDamageDataTable()

    -- Define a table with trait names and their values to apply.
    local TRAITS = {
        -- An empty trait so we keep the original values there.
        {
            key = '',
            name = 'Normal',
            value = 1
        },
        {
            key = 'enhanced',
            name = 'Enhanced (Trait)',
            value = args.enhanced ~= nil and 0.8
        },
        {
            key = 'empowered',
            name = 'Empowered',
            value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
        },
        {
            key = 'useful',
            name = 'Useful',
            value = (args.hits_useful or args.avg_hits_useful) and (args.useful_penalty or args.useful or 0.8) or false
        },
        {
            key = 'heavy',
            name = 'Heavy',
            value = args.heavy ~= nil and 1.44
        }
    }

    function eval(s)
        return frame:preprocess('{{#expr:' .. s .. '}}')
    end

    -- A table with user-requested passive skills (empty by default).
    local PASSIVES = {}
    -- A table with non-numeric arguments to split.
    local TO_SPLIT = { 'append', 'awk_alias' }

    for k, v in pairs(args) do
        if string.find(k, 'passive') then
            --[[
            Fix up the passives and put them into a separate table.
            |passive1=... |passive2=... -> { passive1, passive2 }
            --]]
            local passive_name = v
            local is_custom = string.find(k, '_define') ~= nil
            local passive_index = string.match(k, "%d")
            local passive_values = split(is_custom and v or
                frame:preprocess('{{:' .. passive_name .. '}}{{#arrayprint:' .. passive_name .. '}}'));

            if is_custom then
                passive_name = passive_values[#passive_values]
                passive_values[#passive_values] = nil
            end

            PASSIVES[tonumber(passive_index)] = {
                name = passive_name,
                value = passive_values[1],
                value_pvp = passive_values[2],
                alias = args['alias' .. passive_index] or (passive_index == OPTIONS.append_index and OPTIONS.append_name),
                suffix = args['suffix' .. passive_index] and (' ' .. args['suffix' .. passive_index]) or '',
                prefix = args['prefix' .. passive_index] and (args['prefix' .. passive_index] .. ' ') or '',
                exist = frame:preprocess('{{#ifexist:' .. passive_name .. '|true|false}}') == 'true'
            }
        elseif not string.find(v, '[a-hj-zA-HJ-Z]+') then
            --[[
            Change how args are received.
            dmg = 500, 700, 800 (string) -> dmg = { 500, 700, 800 } (table)
            --]]
            local split_values = split(v)
            -- Perform automatic math on each value.
            for k2, v2 in pairs(split_values) do
                if not string.find(v, '[a-zA-Z]+') then
                    split_values[k2] = eval(v2)
                end
            end
            args[k] = split_values
        elseif inArrayHasValue(k, TO_SPLIT) then
            args[k] = split(v)
        end
    end

    -- Set basic hit count to 1 for all damage.
    for k, v in ipairs(args.dmg) do
        if not args.hits then
            args.hits = {}
        end
        if not args.hits[k] then
            args.hits[k] = 1
        end
    end

    -- Set basic hit count to 1 for all cancel damage.
    if args.cancel_dmg then
        for k, v in ipairs(args.cancel_dmg) do
            if not args.cancel_hits then
                args.cancel_hits = {}
            end
            if not args.cancel_hits[k] then
                args.cancel_hits[k] = 1
            end
        end
    end

    -- Store a configuration that will tell the main function how to behave given different inputs.
    -- It will always take the first value if available. If not, fall back to the other (recursively).
    local BASE_DAMAGE_CONFIG = {
        total_damage = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'hits' },
            provided = { 'dmg' }
        },
        total_damage_awk = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'awk_hits', 'hits' },
            provided = { 'awk_dmg', 'awk_hits' }
        },
        avg_damage = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'avg_hits', 'hits' },
            provided = { 'avg_hits' }
        },
        avg_damage_awk = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'avg_awk_hits', 'awk_hits', 'avg_hits', 'hits' },
            provided = { 'avg_awk_hits', args.awk_dmg and 'avg_hits' or nil }
        },
        -- Store the logic for Useful traits
        total_damage_useful = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'hits_useful', 'hits' },
            provided = { 'hits_useful' }
        },
        total_damage_awk_useful = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'awk_hits_useful', 'awk_hits', 'hits_useful', 'hits' },
            provided = { 'awk_hits_useful' }
        },
        avg_damage_useful = {
            damage_numbers = { 'dmg' },
            hit_counts = { 'avg_hits_useful', 'hits_useful', 'avg_hits', 'hits' },
            provided = { 'avg_hits_useful' }
        },
        avg_damage_awk_useful = {
            damage_numbers = { 'awk_dmg', 'dmg' },
            hit_counts = { 'avg_awk_hits_useful', 'avg_awk_hits', 'hits_useful', 'hits' },
            provided = { 'avg_awk_hits_useful' }
        },
    }

    local DAMAGE_CONFIG = {}
    function handleCancel()
        local processed_keys = {}
        for config_key, config_value in pairs(BASE_DAMAGE_CONFIG) do
            if not config_key:match('cancel_') then
                local new_config_value = {}
                for arg_table_key, arg_table in pairs(config_value) do
                    local new_arg_table = {}
                    for _, arg in ipairs(arg_table) do
                        table.insert(new_arg_table, 'cancel_' .. arg)
                    end
                    new_config_value[arg_table_key] = new_arg_table
                end
                local new_key = 'cancel_' .. config_key
                DAMAGE_CONFIG[new_key] = new_config_value
                processed_keys[new_key] = true
            end
        end
        return processed_keys
    end

    if args.cancel_dmg then
        handleCancel()
        DAMAGE_CONFIG = table.fuse(BASE_DAMAGE_CONFIG, DAMAGE_CONFIG)
    else
        DAMAGE_CONFIG = BASE_DAMAGE_CONFIG
    end

    -- Inherits values from args if not provided, but usage suggests that they're meant to be generated.
    function inherit(mode)
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
        for config_key, config_value in pairs(DAMAGE_CONFIG) do
            for arg_table_key, arg_table in pairs(config_value) do
                if arg_table_key ~= 'provided' and arg_table then
                    -- We only do this for the first (main) key
                    local main_key = arg_table[1]
                    local main_key_prefixed = prefix .. main_key
                    local main_arg_values = args[main_key_prefixed]

                    -- Only if the main argument values exist.
                    if main_arg_values then
                        local i = 1
                        --[[
                            Loop over all damage and attempt to inherit in chain.
                            Break the loop if a match was found. Note: For this to work, the value must be an empty string.
                            Alternatively, it can contain an "i" to template the value to inherit.
                        ]]
                        local cancel_dmg_len = args.cancel_dmg and #(args.cancel_dmg) or 0
                        while i <= (#(args.dmg) + cancel_dmg_len) do
                            local main_arg_value = main_arg_values[i]

                            for ix, inherit_key in ipairs(arg_table) do
                                local inherit_arg = args[prefix .. inherit_key] or args[inherit_key]
                                -- No inheritance from itself.
                                if inherit_arg and inherit_arg[i] and inherit_arg[i] ~= '' and ix ~= 1 then
                                    -- Only inherit if empty
                                    if main_arg_value == '' then
                                        args[main_key_prefixed][i] = inherit_arg[i]
                                        break
                                    elseif main_arg_value and string.find(main_arg_value, 'i') and inherit_arg[i] then
                                        args[main_key_prefixed][i] = eval(main_arg_value:gsub('i', inherit_arg[i]))
                                        break
                                    end
                                end
                            end

                            i = i + 1
                        end
                    end
                end
            end
        end
    end

    forEach(inherit)

    local DAMAGE_PARSED = createDamageDataTable()
    function parseConfig(mode)
        local prefix = mode == 'PvE' and '' or string.lower(mode .. '_')
        for config_key, config_value in pairs(DAMAGE_CONFIG) do
            for k, v in pairs(config_value) do
                local output_value = v
                for _, v2 in ipairs(v) do
                    local arg_from_template = args[prefix .. v2] or args[v2]
                    if arg_from_template ~= nil then
                        output_value = arg_from_template
                        if k == 'provided' then
                            output_value = true
                            -- Do not generate total_damage values at all if the skill can't reach them.
                            if string.find(config_key, 'total_') and OPTIONS.no_max then
                                output_value = false
                            end
                        end
                        break
                    else
                        if k == 'provided' then
                            output_value = false
                        else
                            output_value = {}
                        end
                    end
                end
                if DAMAGE_PARSED[mode][config_key] == nil then
                    DAMAGE_PARSED[mode][config_key] = {}
                end
                DAMAGE_PARSED[mode][config_key][k] = output_value
            end
        end
    end

    forEach(parseConfig)

    -- Detected "count", for skills like Clementine, Enough Mineral, etc.
    function doEachDamage()
        local WITH_EACH = table.deep_copy(DAMAGE_PARSED)
        for mode, mode_content in pairs(DAMAGE_PARSED) do
            for damage_key, damage_value in pairs(mode_content) do
                if string.find(damage_key, 'total_') then
                    local new_value = table.deep_copy(damage_value)

                    for k, hit_count in ipairs(new_value.hit_counts) do
                        hit_count = hit_count == '' and 1 or hit_count
                        new_value.hit_counts[k] = hit_count *
                            ((string.find(damage_key, 'awk_') and args.awk_count) and args.awk_count[1] or args.count[1])
                    end

                    WITH_EACH[mode][damage_key:gsub("total_", "each_")] = damage_value
                    WITH_EACH[mode][damage_key] = new_value
                end
            end
        end
        return WITH_EACH
    end

    if args.count then
        DAMAGE_PARSED = doEachDamage()
    end

    function doBasicDamage()
        for mode, mode_content in pairs(DAMAGE_PARSED) do
            for damage_key, damage_value in pairs(mode_content) do
                local i = 1
                local output = 0
                -- Check if to even generate the damage.
                if damage_value.provided then
                    -- Loop through damage numbers and multiply them with hits.
                    for k, damage_number in ipairs(damage_value.damage_numbers) do
                        local hit_count = damage_value.hit_counts[i]
                        hit_count = hit_count == '' and 1 or hit_count
                        output = output + (damage_number * hit_count)
                        i = i + 1
                    end
                    -- Write the result to a separate object.
                    BASIC_DAMAGE[mode][damage_key] = output
                end
            end
        end
    end

    doBasicDamage()

    -- Adding missing cancel part damage to full, so that repetition wouldn't be a problem.
    function addCancelDamage()
        for mode, mode_content in pairs(BASIC_DAMAGE) do
            for damage_key, damage_value in pairs(mode_content) do
                local cancel_candidate = BASIC_DAMAGE[mode]['cancel_' .. damage_key]
                if not string.find(damage_key, 'cancel_') and cancel_candidate then
                    BASIC_DAMAGE[mode][damage_key] = damage_value + cancel_candidate
                end
            end
        end
    end

    if args.cancel_dmg then
        addCancelDamage()
    end

    local WITH_TRAITS = createDamageDataTable()
    function doTraits()
        -- Handle traits here
        for mode, mode_content in pairs(BASIC_DAMAGE) do
            for damage_key, damage_value in pairs(mode_content) do
                for _, trait in pairs(TRAITS) do
                    --[[
                    Suffix all damage values with existing traits.
                    Useful already has the prefix, so only multiply with its value.
                    Also, we don't want other traits to multiply with Useful,
                    so we skip those situations, as impossible in-game.
                    --]]
                    if (trait.value and trait.key ~= 'useful') or (string.find(damage_key, 'useful') and trait.key == 'useful') then
                        WITH_TRAITS[mode][damage_key .. ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key))] =
                            damage_value * trait.value
                    end
                end
            end
        end
    end

    doTraits()

    local WITH_PASSIVES = createDamageDataTable()

    --[[
    Generates passives with every possible combinations of all subsets.
    For example: 3 passives are given, so it will generate the following:
    (1), (2), (3), (1, 2), (1, 3), (1, 2, 3), (2, 3)
    ]]
    function doPassives()
        for mode, mode_content in pairs(WITH_TRAITS) do
            for damage_key, damage_value in pairs(mode_content) do
                local combinations = { {} }
                for passive_key, passive in pairs(PASSIVES) do
                    local count = #combinations
                    for i = 1, count do
                        local new_combination = { unpack(combinations[i]) }
                        table.insert(new_combination, passive_key)
                        table.insert(combinations, new_combination)
                    end
                end
                for _, combination in pairs(combinations) do
                    local passive_multiplier = 1
                    local name_suffix = ''
                    if #combination > 0 then
                        table.sort(combination)
                        for _, passive_key in pairs(combination) do
                            passive_multiplier = passive_multiplier *
                                tonumber(PASSIVES[passive_key][mode == 'PvE' and 'value' or 'value_pvp'])
                            name_suffix = name_suffix .. '_passive' .. passive_key
                        end
                    end
                    WITH_PASSIVES[mode][damage_key .. name_suffix] = damage_value * passive_multiplier
                end
            end
        end
    end

    doPassives()

    local RANGE = {
        min_count = args.range_min_count and args.range_min_count[1] or 1,
        max_count = args.range_max_count and args.range_max_count[1] or 1,
        PvE = {
            min = args.range_min and args.range_min[1] or 1,
            max = args.range_max and args.range_max[1] or 1
        },
        PvP = {
            min = args.range_min and (args.range_min[2] or args.range_min[1]) or 1,
            max = args.range_max and (args.range_max[2] or args.range_max[1]) or 1
        }
    }

    local WITH_RANGE = createDamageDataTable()
    function doDamageBuffRange()
        -- Handle damage range here
        for mode, mode_content in pairs(WITH_PASSIVES) do
            for damage_key, damage_value in pairs(mode_content) do
                WITH_RANGE[mode][damage_key] = { min = 0, max = 0 }
                for _, range in ipairs({ 'min', 'max' }) do
                    local final_damage_value = damage_value * (1 + ((RANGE[mode][range] - 1) * RANGE[range .. '_count'])) *
                        OPTIONS.perm_buff[mode]
                    WITH_RANGE[mode][damage_key][range] = not OPTIONS.format and final_damage_value or
                        formatDamage(final_damage_value)
                end
            end
        end
    end

    doDamageBuffRange()

    local FINAL_DAMAGE = WITH_RANGE

    -- Helper function to iterate over traits.
    function checkTraits(settings)
        local output
        if not settings then
            output = false
        else
            output = settings.output or {}
        end

        for trait_index, trait in ipairs(TRAITS) do
            if trait.value ~= false and trait_index ~= 1 then
                if settings and type(settings.action) == 'function' then
                    settings.action(trait, output, settings)
                else
                    return true
                end
            end
        end
        return output
    end

    -- Helper function to iterate over passives.
    function checkPassives(settings)
        local output = settings.output or {}
        local PASSIVES_WITH_COMBINED = table.deep_copy(PASSIVES)

        -- Handle combined passives properly.
        if OPTIONS.combine then
            table.insert(PASSIVES_WITH_COMBINED, {
                is_combined = true
            })
        end

        for passive_index, passive in ipairs(PASSIVES_WITH_COMBINED) do
            if (not OPTIONS.is_append or (OPTIONS.is_append and OPTIONS.append_index ~= passive_index)) and (not inArrayHasValue(passive_index, OPTIONS.combine or {}) or inArrayHasValue(passive_index, args.display_separated or {})) then
                if type(settings.action) == 'function' then
                    settings.action(passive, output, passive_index)
                else
                    return true
                end
            end
        end
        return output
    end

    -- Generate the table
    local TABLE = mw.html.create('table'):attr({
        cellpadding = 5,
        border = 1,
        style = 'border-collapse: collapse; text-align: center',
        class = 'colortable-' .. OPTIONS.character
    })

    -- Our table structure
    local TABLE_CONTENT = {
        {
            type = 'extra',
            text = { 'Average' },
            is_visible = OPTIONS.no_max,
            no_damage = true
        },
        {
            type = 'passives',
            text = checkPassives({
                output = { 'Base' },
                action = function(passive, output)
                    if passive.is_combined then
                        -- Handling combined passive header name.
                        local combo = {}
                        for _, passive_key in ipairs(OPTIONS.combine) do
                            passive = PASSIVES[passive_key]
                            table.insert(combo,
                                link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                        end
                        table.insert(output, table.concat(combo, '/') .. OPTIONS.combine_suffix)
                    else
                        table.insert(output,
                            link(passive.name, passive.alias, passive.prefix, passive.suffix, passive.exist))
                    end
                end
            }),
            keywords = checkPassives({
                action = function(passive, output, passive_index)
                    if passive.is_combined then
                        -- Handling combined passive damage cells.
                        table.insert(output, sortPassives('passive' .. table.concat(OPTIONS.combine, '_passive')))
                    else
                        table.insert(output, 'passive' .. passive_index)
                    end
                end
            }),
            is_visible = not OPTIONS.no_max or #PASSIVES > 0
        },
        {
            type = 'passive_appended',
            text = {
                'Normal',
                OPTIONS.is_append and
                link(PASSIVES[OPTIONS.append_index].name,
                    PASSIVES[OPTIONS.append_index].alias or OPTIONS.append_name or nil,
                    PASSIVES[OPTIONS.append_index].prefix,
                    PASSIVES[OPTIONS.append_index].suffix,
                    PASSIVES[OPTIONS.append_index].exist
                )
            },
            keywords = { OPTIONS.is_append and ('passive' .. OPTIONS.append_index) or nil },
            is_visible = OPTIONS.is_append or false
        },
        {
            type = 'awakening',
            text = { 'Regular', (function()
                if OPTIONS.dmp then
                    return link('Dynamo Point System', 'Dynamo Configuration', nil,
                        OPTIONS.dmp ~= 'false' and ('(' .. OPTIONS.dmp .. ' DMP)'))
                elseif args.awk_alias then
                    return link(unpack(args.awk_alias))
                end
                return link('Awakening Mode')
            end)()
            },
            keywords = { 'awk' },
            keyword_next_to_main_key = true,
            is_visible = inArgs('awk_dmg') or inArgs('awk_hits') or inArgs('avg_awk_hits') or false
        },
        {
            type = 'traits',
            text = checkTraits({
                output = { 'Normal' },
                action = function(trait, output)
                    table.insert(output, trait.name)
                end
            }),
            keywords = checkTraits({
                action = function(trait, output)
                    table.insert(output, trait.key)
                end
            }),
            is_visible = checkTraits()
        },
        {
            type = 'cancel',
            text = {
                'Cancel', 'Full'
            },
            keywords = { 'cancel' },
            keyword_first = true,
            is_visible = inArgs('cancel_dmg')
        },
        {
            type = 'hit_count',
            text = {
                (inArgs('count') and not OPTIONS.use_avg) and
                (table.concat({ 'Per', args.count_name or 'Group' }, ' ')) or 'Average',
                'Max'
            },
            keywords = (function()
                if inArgs('avg_hits') or inArgs('count') then
                    return { (inArgs('count') and not OPTIONS.use_avg) and 'each' or 'avg', 'total' }
                end
                return { 'total' }
            end)(),
            is_visible = ((inArgs('avg_hits') or inArgs('count')) and not OPTIONS.no_max) or false
        }
    }

    function TABLE:new()
        return self:tag('tr')
    end

    function returnDamageInOrder()
        local main_key = 'damage'
        local all_list = {}

        -- Initialize current list with main key
        local current_list = { main_key }

        for i = #TABLE_CONTENT, 1, -1 do
            local current_row = TABLE_CONTENT[i]
            local new_list = {}

            -- Check if it's the first iteration. If so, append phrases.
            if not current_row.no_damage then
                if i == #TABLE_CONTENT then
                    for _, keyword in ipairs(current_row.keywords) do
                        if not OPTIONS.no_max or (OPTIONS.no_max and keyword ~= 'total') then
                            local new_key = keyword .. '_' .. main_key
                            table.insert(new_list, new_key)
                        end
                    end
                elseif current_row.is_visible then
                    -- Append suffix for each keyword in current row
                    for _, keyword in ipairs(current_row.keywords) do
                        -- Iterate through previous keys
                        for _, prev_key in ipairs(all_list) do
                            local new_key = prev_key .. '_' .. keyword
                            -- If needed, move the suffix to the rightmost of main_key.
                            if current_row.keyword_next_to_main_key then
                                new_key = prev_key:gsub(main_key, main_key .. '_' .. keyword)
                            elseif current_row.keyword_first then
                                new_key = keyword .. '_' .. prev_key
                            end
                            table.insert(new_list, new_key)
                        end
                    end
                end

                -- Append new_list to all_list
                for _, new_key in ipairs(new_list) do
                    table.insert(all_list, sortPassives(new_key))
                end
            end
        end

        -- Sort the list once more, in order to swap the order of cancel & full.
        if inArgs('cancel_dmg') then
            local new_list = {}
            local cancel_counter = 1
            local full_counter = 2
            for i, damage_key in ipairs(all_list) do
                local regex = "^(%w+_)"
                local prefix = 'cancel_'
                local match = string.match(damage_key, regex)
                if (match == prefix) then
                    new_list[i] = damage_key:gsub(prefix, "")
                else
                    new_list[i] = prefix .. damage_key
                end
            end
            all_list = new_list
        end

        return all_list
    end

    function doInitialCell(new_row)
        return new_row:tag('th'):wikitext('Mode')
    end

    function doHeaders()
        local current_multiplier = 0 -- Keeps track of the number of cells to spawn
        local initial_header_cell    -- The leftmost cell that says "Mode"
        local iterations = 0         -- Keeps track of iterations that successfully rendered something. Required to tell the initial cell how many columns to span.

        for row_index, row in ipairs(TABLE_CONTENT) do
            if row.is_visible then
                local new_row = TABLE:new()
                local next_multiplier = 0

                -- Only spawn the initial cell in the first generated row.
                if iterations == 0 and not initial_header_cell then
                    initial_header_cell = doInitialCell(new_row)
                end

                --[[
                We need to know how the colspan will look like.
                So the solution is to loop through the table again and check how many cells will be spawned.
                And also multiply everything, because it is exponential.
                ]]
                local colspan_value = 1
                for k, v in ipairs(TABLE_CONTENT) do
                    if k > row_index and v.is_visible then
                        colspan_value = colspan_value * #v.text
                    end
                end

                -- Now we can spawn our header cells depending on what is known.
                for i = 1, (current_multiplier == 0 and 1 or current_multiplier), 1 do
                    for _, text in ipairs(row.text) do
                        local new_cell = new_row:tag('th')
                        new_cell:attr('colspan', colspan_value):wikitext(text)
                        next_multiplier = next_multiplier + 1
                    end
                end
                current_multiplier = next_multiplier
                iterations = iterations + 1
            end
        end
        -- Apply rowspan of the same value as iteration count.
        initial_header_cell:attr('rowspan', iterations)
    end

    -- Helper function to display ranges.
    function doRangeText(damage_number)
        if damage_number and damage_number.min == damage_number.max then
            damage_number = damage_number.min
        elseif damage_number then
            damage_number = damage_number.min ..
                '<span style="white-space: nowrap;"> ~</span> ' .. damage_number.max
        end
        return damage_number
    end

    function doContentByMode(mode)
        local mode_row = TABLE:new()
        mode_row:tag('td'):wikitext(frame:expandTemplate { title = mode })
        local damage_entries = returnDamageInOrder()
        local last_number
        local last_unique_cell

        for _, damage_key in ipairs(damage_entries) do
            if args.dump_names ~= 'true' then
                local damage_number = FINAL_DAMAGE[mode][damage_key]
                damage_number = doRangeText(damage_number)

                if last_number ~= damage_number then
                    -- Display ranges.
                    local new_cell = mode_row:tag('td'):wikitext(damage_number
                        -- Error out if it doesn't exist
                        or frame:expandTemplate {
                            title = 'color',
                            args = { 'red', '&#35;ERROR' }
                        })
                    last_unique_cell = new_cell
                else
                    last_unique_cell:attr('colspan', (last_unique_cell:getAttr('colspan') or 1) + 1)
                end
                last_number = damage_number
            else
                mode_row:tag('td'):wikitext(damage_key)
            end
        end
    end

    function doTable()
        doHeaders()
        forEach(doContentByMode)
    end

    doTable()

    -- Dump all values if wanted.
    if OPTIONS.dump_table_data then
        return inspect_dump(frame, TABLE_CONTENT)
    elseif OPTIONS.dump then
        return inspect_dump(frame, FINAL_DAMAGE)
    elseif OPTIONS.dump_parsed then
        return inspect_dump(frame, DAMAGE_PARSED)
    end

    local bug = ''
    if OPTIONS.bug then
        bug = frame:expandTemplate {
            title = 'SkillText',
            args = { 'FreeTraining' }
        }
    end

    -- Transform into variables
    local variables = doVariables(frame, FINAL_DAMAGE, OPTIONS.prefix)

    if out ~= nil then
        return inspect_dump(frame, out)
    end

    return variables .. bug .. (OPTIONS.do_table and tostring(TABLE) or '')
end

return p
-- pyend