Module:Damage: Difference between revisions

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-- pystart
require('Module:CommonFunctions')
require('Module:CommonFunctions')
local i18n = require('Module:I18n')
local getArgs = require('Module:Arguments').getArgs
local getArgs = require('Module:Arguments').getArgs
local inspect = require('Module:Inspect').inspect
local getTranslations = i18n.getTranslations
local p = {}
local p = {}


Line 6: Line 10:
function p.main(frame)
function p.main(frame)
     local args = getArgs(frame)
     local args = getArgs(frame)
    local tr = getTranslations(frame, 'Template:Damage', args.lang, true)
    local out
    function translate(key)
        return i18n.translate(tr, key)
    end


     function inArgs(key)
     function inArgs(key)
Line 13: Line 23:
     end
     end


     -- Collect data from the input
    local modes = { 'PvE', 'PvP' }
     local data = {}
 
     local data_types = {'dmg', 'pvp_dmg', 'awk_dmg', 'pvp_awk_dmg', 'hits', 'avg_hits', 'awk_hits', 'avg_awk_hits',
     -- Define the schema for the table
                        'hits_useful', 'avg_hits_useful', 'awk_hits_useful', 'avg_awk_hits_useful'}
     local tableSchema = {}
     for _, mode in ipairs(modes) do
        tableSchema[mode] = {}
    end
 
    function forEach(func)
        for _, mode in ipairs(modes) do
            func(mode)
        end
    end


     for k, v in spairs(data_types) do
     function forEachDamageType(func)
         local i = 1
         for _, damage_type in ipairs({ 'min', 'max' }) do
        if inArgs(v) then
            func(damage_type)
            for k2, v2 in spairs(split(args[v])) do
                -- Check if proper hit count values provided. If empty string detected, inherit from 'hits'.
                if string.find(v, 'avg_') and string.find(v, '_hits') and v2 == '' then
                    data[v .. i] = data['avg_hits' .. i]
                elseif string.find(v, 'hits') and v2 == '' then
                    data[v .. i] = data['hits' .. i]
                elseif string.find(v, 'awk_dmg') and v2 == '' then
                    if string.find(v, 'pvp') then
                        data[v .. i] = data['pvp_dmg' .. i]
                    else
                        data[v .. i] = data['dmg' .. i]
                    end
                else
                    data[v .. i] = v2
                end
                i = i + 1
            end
         end
         end
     end
     end


     -- For weird skills
     -- Function to create a new table with the desired schema
     function inheritMissing(keyTable, inheritTable)
     function createDamageDataTable()
         local n = 1; -- counter for the func. argument loop
         local newTable = {}
        local i;
         for key, value in pairs(tableSchema) do
         for k_key, v_key in spairs(keyTable) do
             if type(value) == "table" then
             if inArgs('awk_hits') and not inArgs(v_key) then
                 newTable[key] = {}
                 i = 1
                for k, v in spairs(split(args.dmg)) do
                    data[v_key .. i] = data[inheritTable[n] .. i]
                    i = i + 1
                end
             end
             end
            n = n + 1
         end
         end
        return newTable
     end
     end


     inheritMissing({'awk_dmg', 'pvp_awk_dmg'}, {'dmg', 'pvp_dmg'})
     -- User requested options
    local OPTIONS = {
        do_table = args[1] == 'true',
        character = args[2] or args.char or 'Elsword',
        lang_suffix = args.lang and ('/' .. args.lang) or '',
        lang_append = args.lang ~= nil and args.lang ~= '',
        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',
        prefix = args.prefix,
        use_avg = args.use_avg == 'true',
        dmp = args.dmp == 'true' and 3 or args.dmp
    }


     -- Handle trait table
     -- Define a table with parsed damage information of all kind.
     local traits = {}
     local BASIC_DAMAGE = createDamageDataTable()


     if inArgs('heavy') then
     -- Define a table with trait names and their values to apply.
        traits.heavy = 1.44
    local TRAITS = {
        -- An empty trait so we keep the original values there.
        {
            key = '',
            name = translate('Normal'),
            value = 1
        },
        {
            key = 'enhanced',
            name = translate('Enhanced (Trait)'),
            value = args.enhanced ~= nil and 0.8
        },
        {
            key = 'empowered',
            name = translate('Empowered'),
            value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
        },
        {
            key = 'useful',
            name = translate('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 = translate('Heavy'),
            value = args.heavy ~= nil and 1.44
        }
    }
 
    function eval(s)
        return frame:preprocess('{{#expr:' .. s .. '}}')
     end
     end


     if inArgs('enhanced') then
     -- A table with user-requested passive skills (empty by default).
         traits.enhanced = 0.8
    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 passive_title = v .. OPTIONS.lang_suffix
            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 .. '}}'));
            local display_title
 
            if is_custom then
                passive_name = passive_values[#passive_values]
                passive_values[#passive_values] = nil
            elseif OPTIONS.lang_append then
                --[[
                Translate page's display title to passive name.
                Customized will override this name, thus no need to perform the translation
                --]]
                display_title = i18n.getTranslatedTitle(passive_title)
            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) or display_title,
                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 string.match(v, '^[()+%-*/%d%s,.i]+$') 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
     end


     -- Customizable for empowered, it had to be special lol.
     -- Set basic hit count to 1 for all damage.
     if inArgs('empowered') then
     for k, v in ipairs(args.dmg) do
         if (args.empowered == 'true') then
        if not args.hits then
             traits.empowered = 1.2
            args.hits = {}
         else
        end
             traits.empowered = args.empowered
         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
     end
     end


     -- Output passives if provided
     -- Store a configuration that will tell the main function how to behave given different inputs.
     local passives = {}
    -- It will always take the first value if available. If not, fall back to the other (recursively).
    for i = 1, 3 do
     local BASE_DAMAGE_CONFIG = {
         if inArgs('passive' .. i) then
        total_damage = {
             passives[i] = args['passive' .. i]
            damage_numbers = { 'dmg' },
             passives[i] = split(frame:preprocess('{{:' .. passives[i] .. '}}{{#arrayprint:' .. passives[i] .. '}}'))
            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
         end
        return processed_keys
     end
     end


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


        -- Define tables that hold the subsequent damage values.
    -- Helper function to check if a table is not empty
        -- I know this isn't the best, but I don't want to work with nested tables in this language.
    local function isTableNotEmpty(tbl)
        local fvals = {}
         return next(tbl) ~= nil
        local tvals = {}
    end
         local pvals = {
            [1] = {},
            [2] = {},
            [3] = {},
            [12] = {},
            [13] = {},
            [23] = {},
            [123] = {}
        }


        -- Check the specified mode and define the prefixes/suffixes first.
    -- Function to apply inheritance for a specific damage type and argument
        local pr = ''
    local function applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritValue)
         local su = ''
         if mainArgValue == '' then
        local p_index = 1
            return inheritValue
         if ispvp then
         elseif mainArgValue and string.find(mainArgValue, 'i') and inheritValue then
             p_index = 2
             return eval(mainArgValue:gsub('i', inheritValue))
         end
         end
        return mainArgValue
    end


        if (ispvp) then
    -- Function to apply inheritance for a specific argument key
            pr = 'pvp_'
    local function applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
            su = '_pvp'
        local mainKey = argTable[1] .. damageType
         end
        local mainKeyPrefixed = prefix .. mainKey
         local mainArgValues = args[mainKeyPrefixed]


         -- Define total/average damage calculation based on damage per hit and hit amount.
         if mainArgValues then
        function getTotal(dmg, hits, fval, count)
             local i = 1
             local i = 1
             fvals[fval] = 0
             local cancelDmgLen = args.cancel_dmg and #args.cancel_dmg or 0
             for k, v in spairs(split(args.dmg)) do
 
                -- If 'hits' undefined, assume they're equal to 1.
             while i <= (#args.dmg + cancelDmgLen) do
                if (data[hits .. i] == nil) then
                local mainArgValue = mainArgValues[i]
                    data[hits .. i] = 1
 
                for ix, inheritKey in ipairs(argTable) do
                    local inheritArg = args[prefix .. inheritKey .. damageType] or args[inheritKey .. damageType]
 
                    -- Basic damage/hits inheritance request detected. Ignore min/max.
                    if damageType and mainKey:gsub(damageType, "") == argTable[#argTable] then
                        inheritArg = args[prefix .. inheritKey] or args[inheritKey]
                    end
 
                    if inheritArg and inheritArg[i] and
                        (damageTypeIndex == 1 and ix ~= 1 or damageTypeIndex ~= 1) and tonumber(inheritArg[i])
                    then
                        mainArgValues[i] = applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritArg[i])
                        break
                    end
                 end
                 end
                -- Proceed to combine
 
                fvals[fval] = fvals[fval] + data[dmg .. i] * data[hits .. i]
                 i = i + 1
                 i = i + 1
             end
             end
            -- For skills with multiple same parts, ex. Clementine, Enough Mineral
        end
             if count == true then
    end
                 fvals[fval] = fvals[fval] * args.count
 
    -- 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 configKey, configValue in pairs(DAMAGE_CONFIG) do
             for argTableKey, argTable in pairs(configValue) do
                if argTableKey ~= 'provided' and isTableNotEmpty(argTable) then
                    for damageTypeIndex, damageType in ipairs({ '', '_min', '_max' }) do
                        applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
                    end
                 end
             end
             end
             -- Apply Useful modifier.
        end
            if string.find(fval, 'useful') then
    end
                 fvals[fval] = fvals[fval] * args.useful_penalty
 
    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 = {}
 
                -- When both min and max are found, we need to break from the loop.
                local isValueFound = { min = false, max = false }
 
                for _, v2 in ipairs(v) do -- This array holds the argument names with fallbacks
                    forEachDamageType(function(damage_type)
                        -- If there already is a value for this damage type (min or max), do not continue.
                        if isValueFound[damage_type] == true then
                            return
                        end
 
                        local arg_from_template =
                            args[prefix .. v2 .. '_' .. damage_type]
                            or args[v2 .. '_' .. damage_type]
                            or args[prefix .. v2]
                            or args[v2];
 
                        if arg_from_template ~= nil then
                            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
                            else
                                if type(output_value) ~= "table" then
                                    output_value = {}
                                end
                                output_value[damage_type] = arg_from_template
                            end
                            -- Mark the value as found.
                            isValueFound[damage_type] = true
                        else
                            if k == 'provided' then
                                output_value = false
                            else
                                output_value[damage_type] = {}
                            end
                        end
                    end)
 
                    -- Both values found, we can now break the loop.
                    if isValueFound.min and isValueFound.max then
                        break
                    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
    forEach(parseConfig)


        -- Actually generate the values depending on arguments provided.
    -- Detected "count", for skills like Clementine, Enough Mineral, etc.
         if inArgs(pr .. 'dmg') then
    function doEachDamage()
             if (inArgs('count')) then
         local WITH_EACH = table.deep_copy(DAMAGE_PARSED)
                 getTotal(pr .. 'dmg', 'hits', 'each_damage' .. su)
        for mode, mode_content in pairs(DAMAGE_PARSED) do
                getTotal(pr .. 'dmg', 'hits', 'total_damage' .. su, true)
             for damage_key, damage_value in pairs(mode_content) do
            else
                 if string.find(damage_key, 'total_') then
                getTotal(pr .. 'dmg', 'hits', 'total_damage' .. su)
                    local new_value = table.deep_copy(damage_value)
            end
 
                    forEachDamageType(function(damage_type)
                        for k, hit_count in ipairs(new_value.hit_counts[damage_type]) do
                            hit_count = hit_count == '' and 1 or hit_count
                            new_value.hit_counts[damage_type][k] = hit_count *
                                ((string.find(damage_key, 'awk') and args.awk_count) and args.awk_count[1] or args.count[1])
                        end
                    end)


            if inArgs('avg_hits') then
                    WITH_EACH[mode][damage_key:gsub("total_", "each_")] = damage_value
                 getTotal(pr .. 'dmg', 'avg_hits', 'avg_damage' .. su)
                    WITH_EACH[mode][damage_key] = new_value
                 end
             end
             end
         end
         end
        return WITH_EACH
    end


        if inArgs(pr .. 'awk_dmg') or inArrayStarts(pr .. 'awk_dmg', data) then
    if args.count then
            getTotal(pr .. 'awk_dmg', 'awk_hits', 'total_damage_awk' .. su)
        DAMAGE_PARSED = doEachDamage()
    end


             if inArgs('avg_awk_hits') then
    function doBasicDamage()
                 getTotal(pr .. 'awk_dmg', 'avg_awk_hits', 'avg_damage_awk' .. su)
        for mode, mode_content in pairs(DAMAGE_PARSED) do
             for damage_key, damage_value in pairs(mode_content) do
                 forEachDamageType(function(damage_type)
                    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[damage_type]) do
                            local hit_count = damage_value.hit_counts[damage_type][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.
                        if not BASIC_DAMAGE[mode][damage_key] then
                            BASIC_DAMAGE[mode][damage_key] = {}
                        end
                        BASIC_DAMAGE[mode][damage_key][damage_type] = output
                    end
                end)
             end
             end
         end
         end
    end


        -- Handling traits
    doBasicDamage()
        -- Useful handled separately
        if inArgs('useful_penalty') then
            getTotal(pr .. 'dmg', 'hits_useful', 'total_damage_useful' .. su)


             if inArgs('avg_hits_useful') then
    -- Adding missing cancel part damage to full, so that repetition wouldn't be a problem.
                 getTotal(pr .. 'dmg', 'avg_hits_useful', 'avg_damage_useful' .. su)
    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]
                 forEachDamageType(function(damage_type)
                    if not string.find(damage_key, 'cancel_') and cancel_candidate then
                        BASIC_DAMAGE[mode][damage_key][damage_type] = damage_value[damage_type] +
                            cancel_candidate[damage_type]
                    end
                end)
             end
             end
        end
    end


            if inArgs(pr .. 'awk_dmg') and inArgs('awk_hits_useful') then
    if args.cancel_dmg then
                getTotal(pr .. 'awk_dmg', 'awk_hits_useful', 'total_damage_awk_useful' .. su)
        addCancelDamage()
            end
    end


             if inArgs('avg_awk_hits') and inArgs('avg_awk_hits_useful') then
    local WITH_TRAITS = createDamageDataTable()
                getTotal(pr .. 'awk_dmg', 'avg_awk_hits_useful', 'avg_damage_awk_useful' .. su)
    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
                        forEachDamageType(function(damage_type)
                            local new_key = damage_key ..
                                ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key));
                            if not WITH_TRAITS[mode][new_key] then
                                WITH_TRAITS[mode][new_key] = {}
                            end
                            WITH_TRAITS[mode][new_key][damage_type] = damage_value[damage_type] * trait.value
                        end)
                    end
                end
             end
             end
         end
         end
    end
    doTraits()
    local WITH_PASSIVES = createDamageDataTable()


        -- Multiply all values with traits and store them in another table.
    --[[
         for k, v in spairs(fvals) do
    Generates passives with every possible combinations of all subsets.
             if not string.find(k, 'useful') then
    For example: 3 passives are given, so it will generate the following:
                 for kt, vt in spairs(traits) do
    (1), (2), (3), (1, 2), (1, 3), (1, 2, 3), (2, 3)
                     if inArgs(kt) then
    ]]
                         local dmg_name = k .. '_' .. kt
    function doPassives()
                         if ispvp then
         for mode, mode_content in pairs(WITH_TRAITS) do
                             dmg_name = dmg_name:gsub(su, '') .. su
             for damage_key, damage_value in pairs(mode_content) do
                 forEachDamageType(function(damage_type)
                    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
                        local new_damage_key = damage_key .. name_suffix;
                        if not WITH_PASSIVES[mode][new_damage_key] then
                            WITH_PASSIVES[mode][new_damage_key] = {}
                         end
                         end
                         local dmg_formula = v * vt
                         WITH_PASSIVES[mode][new_damage_key][damage_type] = damage_value[damage_type] * passive_multiplier
                        tvals[dmg_name] = dmg_formula
                     end
                     end
                 end
                 end)
             end
             end
         end
         end
    end
    doPassives()
    local RANGE = {
        min_count = args.range_min_count and args.range_min_count[1],
        max_count = args.range_max_count and args.range_max_count[1],
        PvE = {
            min = args.range_min and args.range_min[1],
            max = args.range_max and args.range_max[1]
        },
        PvP = {
            min = args.range_min and (args.range_min[2] or args.range_min[1]),
            max = args.range_max and (args.range_max[2] or args.range_max[1])
        }
    }


         -- Get a table of merged base & trait values
    local WITH_RANGE = createDamageDataTable()
         local ftvals = fvals
    function doDamageBuffRange()
        tableMerge(ftvals, tvals)
         -- 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 }
                forEachDamageType(function(damage_type)
                    local range_count = RANGE[damage_type .. '_count'] or 1;
                    -- If min count preset, use range_max for the multiplier.
                    local range_multiplier = RANGE[mode][damage_type] or (damage_type == 'min' and RANGE.min_count and RANGE[mode].max) or 1;
                    local final_range_multiplier = (1 + ((range_multiplier - 1) * range_count));
                    local perm_buff = OPTIONS.perm_buff[mode];


        function addPassive(num, loop_table)
                    local final_damage_value = damage_value[damage_type] * final_range_multiplier * perm_buff;
            local pval_index
                    WITH_RANGE[mode][damage_key][damage_type] = not OPTIONS.format and final_damage_value or
            if loop_table == nil then
                        formatDamage(final_damage_value)
                pval_index = num
                 end)
                loop_table = ftvals
            else
                pval_index = tonumber(loop_table .. num)
                 loop_table = pvals[loop_table]
             end
             end
             for k, v in spairs(loop_table) do
        end
                 local dmg_name = k .. '_passive' .. num
    end
                if ispvp then
 
                     dmg_name = dmg_name:gsub(su, '') .. su
    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
                local dmg_formula = v * passives[num][p_index]
                pvals[pval_index][dmg_name] = dmg_formula
             end
             end
         end
         end
        return output
    end


        -- Add passives and combine them.
    -- Helper function to iterate over passives.
        if inArgs('passive2') then
    function checkPassives(settings)
            addPassive(2)
        local output = settings.output or {}
            if inArgs('passive3') then
        local PASSIVES_WITH_COMBINED = table.deep_copy(PASSIVES)
                addPassive(3, 2)
 
             end
        -- Handle combined passives properly.
        if OPTIONS.combine then
            table.insert(PASSIVES_WITH_COMBINED, {
                is_combined = true
             })
         end
         end


         if inArgs('passive1') then
         for passive_index, passive in ipairs(PASSIVES_WITH_COMBINED) do
             addPassive(1)
             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 inArgs('passive2') then
                 if type(settings.action) == 'function' then
                addPassive(2, 1)
                     settings.action(passive, output, passive_index)
                 if inArgs('passive3') then
                else
                     addPassive(3, 12)
                    return true
                 end
                 end
            end
            if inArgs('passive3') then
                addPassive(3, 1)
             end
             end
         end
         end
        return output
    end


        if inArgs('passive3') then
    -- Generate the table
            addPassive(3)
    local TABLE = mw.html.create('table'):attr({
         end
        cellpadding = 5,
        border = 1,
        style = 'border-collapse: collapse; text-align: center',
         class = 'colortable-' .. OPTIONS.character
    })


        -- Merge all tables into one.
    -- Our table structure
         tableMerge(fvals, tvals)
    local TABLE_CONTENT = {
        for k, v in spairs(pvals) do
        {
             tableMerge(fvals, v)
            type = 'extra',
         end
            text = { translate('Average') },
            is_visible = OPTIONS.no_max,
            no_damage = true
         },
        {
            type = 'passives',
            text = checkPassives({
                output = { translate('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 = {
                translate('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 = { translate('Regular'), (function()
                if OPTIONS.dmp then
                    return link('Dynamo Point System' .. OPTIONS.lang_suffix, 'Dynamo Configuration', args.awk_prefix,
                    OPTIONS.dmp ~= 'false' and (fillTemplate('({1} DMP)', { OPTIONS.dmp })) .. (args.awk_suffix and (' ' .. args.awk_suffix) or ''))
                elseif args.awk_alias then
                    return link(args.awk_alias[1], args.awk_alias[2], args.awk_prefix, args.awk_suffix)
                end
                return link('Awakening Mode' .. OPTIONS.lang_suffix, translate('Awakening Mode'), args.awk_prefix, args.awk_suffix)
            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 = { translate('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 = {
                translate('Cancel'),
                translate('Full'),
            },
            keywords = { 'cancel' },
            keyword_first = true,
            is_visible = inArgs('cancel_dmg')
         },
        {
            type = 'hit_count',
            text = {
                (inArgs('count') and not OPTIONS.use_avg) and
                (fillTemplate(translate('Per {1}'), { args.count_name or translate('Group') })) or
                translate('Average'),
                translate('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
        }
    }


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


     local out = list(false)
     function returnDamageInOrder()
    local out_pvp = list(true)
        local main_key = 'damage'
        local all_list = {}


    -- Merge the output to a unified table.
        -- Initialize current list with main key
    tableMerge(out, out_pvp)
        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


    -- Function wrapper for vardefine syntax in MW.
                -- Append new_list to all_list
    function var(name, dmg, prefix)
                for _, new_key in ipairs(new_list) do
        if prefix == nil then
                    table.insert(all_list, sortPassives(new_key))
            prefix = ''
                end
        else
             end
             prefix = prefix .. '_'
         end
         end
         if (args.format == 'false') then
 
             return '{{#vardefine:' .. prefix .. name .. '|' .. round(dmg) .. '}}'
        -- Sort the list once more, in order to swap the order of cancel & full.
        else
         if inArgs('cancel_dmg') then
            return '{{#vardefine:' .. prefix .. name .. '|{{formatnum:' .. round(dmg) .. '}}%}}'
             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
         end
        return all_list
     end
     end


     -- Apply ranges.
     function doInitialCell(new_row)
    if inArgs('range_min') then
        return new_row:tag('th'):wikitext(translate('Mode'))
        data['range_min'] = split(args.range_min)
    end
        if data['range_min'][2] == nil then
 
            data['range_min'][2] = data['range_min'][1]
    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
         end
        -- Apply rowspan of the same value as iteration count.
        initial_header_cell:attr('rowspan', iterations)
     end
     end
     if inArgs('range_max') then
 
         data['range_max'] = split(args.range_max)
    -- Helper function to display ranges.
        if not inArgs('range_min') then
     function doRangeText(damage_number)
             data['range_min'] = {1, 1}
         if damage_number and damage_number.min == damage_number.max then
         end
             damage_number = damage_number.min
        if data['range_max'][2] == nil then
         elseif damage_number then
            data['range_max'][2] = data['range_max'][1]
            damage_number = damage_number.min ..
                '<span style="white-space: nowrap;"> ~</span> ' .. damage_number.max
         end
         end
        return damage_number
     end
     end
    local out_min = {}
    local out_max = {}


     function applyRange(minmax)
     function doContentByMode(mode)
         local temp_tab = {};
         local mode_row = TABLE:new()
         if minmax == 'min' then
         mode_row:tag('td'):wikitext(frame:expandTemplate { title = translate(mode) })
            temp_tab = out_min
         local damage_entries = returnDamageInOrder()
         else
         local last_number
            temp_tab = out_max
         local last_unique_cell
         end
 
         if inArgs('range_max') then
        for _, damage_key in ipairs(damage_entries) do
            for k, v in spairs(out) do
            if args.dump_names ~= 'true' then
                if not (string.starts(k, 'min_') or string.starts(k, 'max_')) then
                local damage_number = FINAL_DAMAGE[mode][damage_key]
                     if (string.find(k, '_pvp')) then
                damage_number = doRangeText(damage_number)
                         temp_tab[minmax .. '_' .. k] = v * data['range_' .. minmax][2];
 
                     else
                if last_number ~= damage_number then
                        temp_tab[minmax .. '_' .. k] = v * data['range_' .. minmax][1];
                     -- Display ranges.
                    end
                    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
                 end
                last_number = damage_number
            else
                mode_row:tag('td'):wikitext(damage_key)
             end
             end
         end
         end
        tableMerge(out, temp_tab)
     end
     end


     applyRange('min');
     function doTable()
     applyRange('max');
        doHeaders()
        forEach(doContentByMode)
    end
 
     if OPTIONS.do_table then
        doTable()
    end


     -- Get the actual variables with MW syntax.
     -- Dump all values if wanted.
     local vars = {}
     if OPTIONS.dump_table_data then
    for k, v in spairs(out) do
        return inspect_dump(frame, TABLE_CONTENT)
         table.insert(vars, var(k, v, args.prefix))
    elseif OPTIONS.dump then
         return inspect_dump(frame, FINAL_DAMAGE)
    elseif OPTIONS.dump_parsed then
        return inspect_dump(frame, DAMAGE_PARSED)
     end
     end


    -- Transform ranges to variables.
     local bug = ''
     local vars_range = {}
     if OPTIONS.bug then
     if (inArgs('range_max')) then
         bug = frame:expandTemplate {
         for k, v in spairs(out) do
             title = translate('SkillText'),
             if not (string.starts(k, 'min_') or string.starts(k, 'max_')) then
            args = { 'FreeTraining' }
                table.insert(vars_range,
        }
                    '{{#vardefine: range_' .. k .. '|{{formatnum:' .. out_min['min_' .. k] .. '}}% ~ {{formatnum:' ..
                        out_max['max_' .. k] .. '}}%}}');
            end
        end
        indexTableMerge(vars, vars_range);
     end
     end


     -- Dump all values if wanted.
     -- Transform into variables
     if args.dump == 'true' then
     local variables = doVariables(frame, FINAL_DAMAGE, OPTIONS.prefix)
        local ret = {}
 
        for k, v in spairs(out) do
     if out ~= nil then
            table.insert(ret, k .. ': ' .. v)
         return inspect_dump(frame, out)
        end
        return frame:preprocess(table.concat(ret, "<br/>"))
     else
        -- Parse all variables - end point
         return frame:preprocess('{{ ' .. table.concat(vars) .. 'trim2}}')
     end
     end


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


return p
return p
-- pyend

Latest revision as of 16:55, 18 March 2024

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

-- pystart
require('Module:CommonFunctions')
local i18n = require('Module:I18n')
local getArgs = require('Module:Arguments').getArgs
local inspect = require('Module:Inspect').inspect
local getTranslations = i18n.getTranslations
local p = {}

-- Main process
function p.main(frame)
    local args = getArgs(frame)
    local tr = getTranslations(frame, 'Template:Damage', args.lang, true)
    local out

    function translate(key)
        return i18n.translate(tr, key)
    end

    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 forEachDamageType(func)
        for _, damage_type in ipairs({ 'min', 'max' }) do
            func(damage_type)
        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',
        lang_suffix = args.lang and ('/' .. args.lang) or '',
        lang_append = args.lang ~= nil and args.lang ~= '',
        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',
        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 = translate('Normal'),
            value = 1
        },
        {
            key = 'enhanced',
            name = translate('Enhanced (Trait)'),
            value = args.enhanced ~= nil and 0.8
        },
        {
            key = 'empowered',
            name = translate('Empowered'),
            value = args.empowered == 'true' and 1.2 or tonumber(args.empowered) or false
        },
        {
            key = 'useful',
            name = translate('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 = translate('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 passive_title = v .. OPTIONS.lang_suffix
            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 .. '}}'));
            local display_title

            if is_custom then
                passive_name = passive_values[#passive_values]
                passive_values[#passive_values] = nil
            elseif OPTIONS.lang_append then
                --[[
                Translate page's display title to passive name.
                Customized will override this name, thus no need to perform the translation
                --]]
                display_title = i18n.getTranslatedTitle(passive_title)
            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) or display_title,
                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 string.match(v, '^[()+%-*/%d%s,.i]+$') 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

    -- Helper function to check if a table is not empty
    local function isTableNotEmpty(tbl)
        return next(tbl) ~= nil
    end

    -- Function to apply inheritance for a specific damage type and argument
    local function applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritValue)
        if mainArgValue == '' then
            return inheritValue
        elseif mainArgValue and string.find(mainArgValue, 'i') and inheritValue then
            return eval(mainArgValue:gsub('i', inheritValue))
        end
        return mainArgValue
    end

    -- Function to apply inheritance for a specific argument key
    local function applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
        local mainKey = argTable[1] .. damageType
        local mainKeyPrefixed = prefix .. mainKey
        local mainArgValues = args[mainKeyPrefixed]

        if mainArgValues then
            local i = 1
            local cancelDmgLen = args.cancel_dmg and #args.cancel_dmg or 0

            while i <= (#args.dmg + cancelDmgLen) do
                local mainArgValue = mainArgValues[i]

                for ix, inheritKey in ipairs(argTable) do
                    local inheritArg = args[prefix .. inheritKey .. damageType] or args[inheritKey .. damageType]

                    -- Basic damage/hits inheritance request detected. Ignore min/max.
                    if damageType and mainKey:gsub(damageType, "") == argTable[#argTable] then
                        inheritArg = args[prefix .. inheritKey] or args[inheritKey]
                    end

                    if inheritArg and inheritArg[i] and
                        (damageTypeIndex == 1 and ix ~= 1 or damageTypeIndex ~= 1) and tonumber(inheritArg[i])
                    then
                        mainArgValues[i] = applyInheritance(mainArgValues, inheritArg, mainArgValue, inheritArg[i])
                        break
                    end
                end

                i = i + 1
            end
        end
    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 configKey, configValue in pairs(DAMAGE_CONFIG) do
            for argTableKey, argTable in pairs(configValue) do
                if argTableKey ~= 'provided' and isTableNotEmpty(argTable) then
                    for damageTypeIndex, damageType in ipairs({ '', '_min', '_max' }) do
                        applyInheritanceForKey(args, prefix, argTable, damageTypeIndex, damageType)
                    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 = {}

                -- When both min and max are found, we need to break from the loop.
                local isValueFound = { min = false, max = false }

                for _, v2 in ipairs(v) do -- This array holds the argument names with fallbacks
                    forEachDamageType(function(damage_type)
                        -- If there already is a value for this damage type (min or max), do not continue.
                        if isValueFound[damage_type] == true then
                            return
                        end

                        local arg_from_template =
                            args[prefix .. v2 .. '_' .. damage_type]
                            or args[v2 .. '_' .. damage_type]
                            or args[prefix .. v2]
                            or args[v2];

                        if arg_from_template ~= nil then
                            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
                            else
                                if type(output_value) ~= "table" then
                                    output_value = {}
                                end
                                output_value[damage_type] = arg_from_template
                            end
                            -- Mark the value as found.
                            isValueFound[damage_type] = true
                        else
                            if k == 'provided' then
                                output_value = false
                            else
                                output_value[damage_type] = {}
                            end
                        end
                    end)

                    -- Both values found, we can now break the loop.
                    if isValueFound.min and isValueFound.max then
                        break
                    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)

                    forEachDamageType(function(damage_type)
                        for k, hit_count in ipairs(new_value.hit_counts[damage_type]) do
                            hit_count = hit_count == '' and 1 or hit_count
                            new_value.hit_counts[damage_type][k] = hit_count *
                                ((string.find(damage_key, 'awk') and args.awk_count) and args.awk_count[1] or args.count[1])
                        end
                    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
                forEachDamageType(function(damage_type)
                    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[damage_type]) do
                            local hit_count = damage_value.hit_counts[damage_type][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.
                        if not BASIC_DAMAGE[mode][damage_key] then
                            BASIC_DAMAGE[mode][damage_key] = {}
                        end
                        BASIC_DAMAGE[mode][damage_key][damage_type] = output
                    end
                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]
                forEachDamageType(function(damage_type)
                    if not string.find(damage_key, 'cancel_') and cancel_candidate then
                        BASIC_DAMAGE[mode][damage_key][damage_type] = damage_value[damage_type] +
                            cancel_candidate[damage_type]
                    end
                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
                        forEachDamageType(function(damage_type)
                            local new_key = damage_key ..
                                ((trait.key == 'useful' or trait.key == '') and "" or ('_' .. trait.key));
                            if not WITH_TRAITS[mode][new_key] then
                                WITH_TRAITS[mode][new_key] = {}
                            end
                            WITH_TRAITS[mode][new_key][damage_type] = damage_value[damage_type] * trait.value
                        end)
                    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
                forEachDamageType(function(damage_type)
                    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
                        local new_damage_key = damage_key .. name_suffix;
                        if not WITH_PASSIVES[mode][new_damage_key] then
                            WITH_PASSIVES[mode][new_damage_key] = {}
                        end
                        WITH_PASSIVES[mode][new_damage_key][damage_type] = damage_value[damage_type] * passive_multiplier
                    end
                end)
            end
        end
    end

    doPassives()

    local RANGE = {
        min_count = args.range_min_count and args.range_min_count[1],
        max_count = args.range_max_count and args.range_max_count[1],
        PvE = {
            min = args.range_min and args.range_min[1],
            max = args.range_max and args.range_max[1]
        },
        PvP = {
            min = args.range_min and (args.range_min[2] or args.range_min[1]),
            max = args.range_max and (args.range_max[2] or args.range_max[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 }
                forEachDamageType(function(damage_type)
                    local range_count = RANGE[damage_type .. '_count'] or 1;
                    -- If min count preset, use range_max for the multiplier.
                    local range_multiplier = RANGE[mode][damage_type] or (damage_type == 'min' and RANGE.min_count and RANGE[mode].max) or 1;
                    local final_range_multiplier = (1 + ((range_multiplier - 1) * range_count));
                    local perm_buff = OPTIONS.perm_buff[mode];

                    local final_damage_value = damage_value[damage_type] * final_range_multiplier * perm_buff;
                    WITH_RANGE[mode][damage_key][damage_type] = 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 = { translate('Average') },
            is_visible = OPTIONS.no_max,
            no_damage = true
        },
        {
            type = 'passives',
            text = checkPassives({
                output = { translate('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 = {
                translate('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 = { translate('Regular'), (function()
                if OPTIONS.dmp then
                    return link('Dynamo Point System' .. OPTIONS.lang_suffix, 'Dynamo Configuration', args.awk_prefix,
                    OPTIONS.dmp ~= 'false' and (fillTemplate('({1} DMP)', { OPTIONS.dmp })) .. (args.awk_suffix and (' ' .. args.awk_suffix) or ''))
                elseif args.awk_alias then
                    return link(args.awk_alias[1], args.awk_alias[2], args.awk_prefix, args.awk_suffix)
                end
                return link('Awakening Mode' .. OPTIONS.lang_suffix, translate('Awakening Mode'), args.awk_prefix, args.awk_suffix)
            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 = { translate('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 = {
                translate('Cancel'),
                translate('Full'),
            },
            keywords = { 'cancel' },
            keyword_first = true,
            is_visible = inArgs('cancel_dmg')
        },
        {
            type = 'hit_count',
            text = {
                (inArgs('count') and not OPTIONS.use_avg) and
                (fillTemplate(translate('Per {1}'), { args.count_name or translate('Group') })) or
                translate('Average'),
                translate('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(translate('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 = translate(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

    if OPTIONS.do_table then
        doTable()
    end

    -- 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 = translate('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