Module:SkillUnlocks: Difference between revisions

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Pksage moved page Module:Sandbox/SkillUnlocks to Module:SkillUnlocks without leaving a redirect
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m (Pksage moved page Module:Sandbox/SkillUnlocks to Module:SkillUnlocks without leaving a redirect)
 
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local p = {}
local p = {}


--This module polls various game data sources to produce a full list of skill
-- This module polls various game data sources to produce a full list of skill
--level unlocks for each skill. The game has a hard-coded set of "milestones"
-- level unlocks for each skill. The game has a hard-coded set of "milestones"
--for each skill that does the same thing, but it is not exhaustive and not
-- for each skill that does the same thing, but it is not exhaustive and not
--permanently visible for most combat skills.
-- permanently visible for most combat skills.
 
-- TODO: Args to filter by level range and unlock type


local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
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['Prayer'] = {'prayers'},
['Prayer'] = {'prayers'},
['Slayer'] = {'areas'},
['Slayer'] = {'areas'},
['Farming'] = {'gatheringitems', 'farmingplots'},
['Farming'] = {'mastery', 'gatheringitems', 'farmingplots'},
['Township'] = {'townshipunlocks'},
['Township'] = {'townshipunlocks'},
['Woodcutting'] = {'gatheringitems'},
['Woodcutting'] = {'mastery', 'gatheringitems'},
['Fishing'] = {'gatheringitems'},
['Fishing'] = {'mastery', 'gatheringitems'},
['Firemaking'] = {'firemaking'},
['Firemaking'] = {'mastery', 'firemaking'},
['Cooking'] = {'artisanitems'},
['Cooking'] = {'mastery', 'artisanitems'},
['Mining'] = {'gatheringitems'},
['Mining'] = {'mastery', 'gatheringitems'},
['Smithing'] = {'artisanitems'},
['Smithing'] = {'mastery', 'artisanitems'},
['Thieving'] = {'thieving'},
['Thieving'] = {'mastery', 'thieving'},
['Fletching'] = {'artisanitems'},
['Fletching'] = {'mastery', 'artisanitems'},
['Crafting'] = {'artisanitems'},
['Crafting'] = {'mastery', 'artisanitems'},
['Runecrafting'] = {'artisanitems'},
['Runecrafting'] = {'mastery', 'artisanitems'},
['Herblore'] = {'artisanitems'},
['Herblore'] = {'mastery', 'artisanitems'},
['Agility'] = {'agilityslots'},
['Agility'] = {'mastery', 'agilityslots'},
['Summoning'] = {'artisanitems'},
['Summoning'] = {'mastery', 'artisanitems'},
['Astrology'] = {'constellations'},
['Astrology'] = {'mastery', 'constellations'},
['Alt. Magic'] = {'altmagic'},
['Alt. Magic'] = {'altmagic'},
}
}
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['plot'] = 4,
['plot'] = 4,
['obstacleslot'] = 5,
['obstacleslot'] = 5,
['spell'] = 6,
['pillar'] = 6,
['prayer'] = 7,
['spell'] = 7,
['gathering'] = 8,
['prayer'] = 8,
['artisan'] = 9,
['thieving'] = 9,
['item'] = 10,  
['constellation'] = 10,
['combatArea'] = 11,
['gathering'] = 11,
['slayerArea'] = 12,
['artisan'] = 12,
['dungeon'] = 13,
['item'] = 13,  
['shop'] = 14,
['combatArea'] = 14,
['trader'] = 15,
['slayerArea'] = 15,
['obstacle'] = 16
['dungeon'] = 16,
['shop'] = 17,
['trader'] = 18,
['obstacle'] = 19
}
}
local VERBS_PER_SUBTYPE = {
local VERBS_PER_SUBTYPE = {
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['ancient'] = 'Cast',
['ancient'] = 'Cast',
['archaic'] = 'Cast',
['archaic'] = 'Cast',
['prayer'] = 'Cast',
['prayer'] = 'Use',
['altMagic'] = 'Cast',
['altMagic'] = 'Cast',
['tree'] = 'Cut',
['tree'] = 'Cut',
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end
end
end
end
-- Sort it so the results are rendered consistently
--[[
table.sort(entityList, function(a, b)
if a.type ~= b.type then
return a.type < b.type
else
end
end)
--]]
return otherReqs
return otherReqs
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local entityType = args.type
local entityType = args.type
local typeParam = args.typeParam
local typeParam = args.typeParam
--local passedType = typeParam ~= nil and entity[typeParam] or entityType
local subType = args.subType
local subType = args.subType
local subTypeParam = args.subTypeParam
local subTypeParam = args.subTypeParam
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end)
end)
-- TODO: Squeeze this into _addEntities?
for i, item in ipairs(itemList) do
for i, item in ipairs(itemList) do
local processed = {}
local processed = {}
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end)
end)
-- TODO: Squeeze this into _addEntities
for i, area in ipairs(areaList) do
for i, area in ipairs(areaList) do
local processed = {}
local processed = {}
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-- Manually add pillars
-- Manually add pillars
table.insert(entityList, {['entityName'] = 'Passive Pillars', ['entityType'] = 'obstacleslot', ['subType'] = 'pillar', ['skillLevel'] = 99, ['otherReqs'] = {}})
table.insert(entityList, {['entityName'] = 'Passive Pillars', ['entityType'] = 'pillar', ['subType'] = 'pillar', ['skillLevel'] = 99, ['otherReqs'] = {}})
table.insert(entityList, {['entityName'] = 'Elite Passive Pillars', ['entityType'] = 'obstacleslot', ['subType'] = 'pillar', ['skillLevel'] = 120, ['otherReqs'] = {}})
table.insert(entityList, {['entityName'] = 'Elite Passive Pillars', ['entityType'] = 'pillar', ['subType'] = 'pillar', ['skillLevel'] = 120, ['otherReqs'] = {}})
return entityList
return entityList
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table.insert(entityList, processed)
table.insert(entityList, processed)
end
end
return entityList
end
function p._addSkillMastery(entityList, skillName)
-- Add the "Skill Mastery" perk when relevant
table.insert(entityList, {['entityName'] = 'Skill Mastery', ['entityType'] = 'special', ['subType'] = 'skillmastery', ['skillLevel'] = 99, ['otherReqs'] = {}})
return entityList
return entityList
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['farmingplots'] = p._addFarmingPlots,
['farmingplots'] = p._addFarmingPlots,
['townshipunlocks'] = p._addTownshipUnlocks,
['townshipunlocks'] = p._addTownshipUnlocks,
['agilityslots'] = p._addAgilityObstacleSlotsAndPillars
['agilityslots'] = p._addAgilityObstacleSlotsAndPillars,
['mastery'] = p._addSkillMastery
}
}


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else
else
for i, req in ipairs(entity.otherReqs) do
for i, req in ipairs(entity.otherReqs) do
-- TODO: "Completion" requirement
-- TODO: "Completion" requirement? Might not be needed
-- TODO: Township buildings requirement
if req.type == 'SkillLevel' then
if req.type == 'SkillLevel' then
local skillInfo = Icons.Icon({Constants.getSkillName(req.skillID), type='skill', notext='true'}) .. ' ' .. req.level
local skillInfo = Icons.Icon({Constants.getSkillName(req.skillID), type='skill', notext='true'}) .. ' ' .. req.level
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elseif req.type == 'totalMastery' then
elseif req.type == 'totalMastery' then
table.insert(extraReqs, Shared.formatnum(req.mastery) .. ' ' .. Icons.Icon({req.skill, type='skill', notext=true}) .. ' ' .. Icons.Icon({'Mastery'}))
table.insert(extraReqs, Shared.formatnum(req.mastery) .. ' ' .. Icons.Icon({req.skill, type='skill', notext=true}) .. ' ' .. Icons.Icon({'Mastery'}))
elseif req.type == 'TownshipBuilding' then
local building = Township._getBuildingByID(req.buildingID)
table.insert(extraReqs, Icons.Icon({building.name, type='building', qty=req.count}))
end
end
end
end
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if entity.overrideText then
if entity.overrideText then
return entity.overrideText
return entity.overrideText
end
if entity.subType == 'skillmastery' then
return 'Gain ' .. Icons.Icon({skillName, type='skill', notext='true'}) .. ' [[Mastery#The_Mastery_Pool|Skill Mastery]]'
end
end
if skillName == 'Farming' and entity.seed then
if skillName == 'Farming' and entity.seed then
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end
end
if entity.entityType == 'shop' then
if entity.entityType == 'shop' then
--[[if entity.entity.contains.petID then
iconType = 'pet'
elseif entity.subType == 'melvorD:SkillUpgrades' then
iconType = 'upgrade'
else
iconType = 'item'
end
--]]
iconType = string.lower(entity.subType)
iconType = string.lower(entity.subType)
end
end
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end
end
if entity.entityType == 'obstacle' then
if entity.entityType == 'obstacle' then
iconType = 'agility'
end
if entity.entityType == 'obstacleslot' then
iconType = 'agility'
iconType = 'agility'
iconLink = 'Obstacles'
iconLink = 'Obstacles'
end
end
if entity.entityType == 'obstacleslot' then
if entity.entityType == 'pillar' then
iconType = 'agility'
iconType = 'agility'
iconLink = 'Passive_Pillars'
iconLink = 'Passive_Pillars'
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end
end


function p._getSkillUnlockTable(skillName)
function p._getSkillUnlockTable(skillName, args)
local itemsOnly = args.itemsOnly ~= nil and args.itemsOnly or false
-- TODO: Pass these min/max level params along to filter by them
local minLevel = args.minLevel ~= nil and args.minLevel or 0
local maxLevel = args.maxLevel ~= nil and args.maxLevel or 999
-- What do we need to check for this skill? Avoid checking everything for
-- What do we need to check for this skill? Avoid checking everything for
-- every skill to save time, except for a few broad things
-- every skill to save time, except for a few broad things
local entityList = {}
local entityList = {}
entityList = p._addItemsWithSkillRequirement(entityList, skillName)
entityList = p._addItemsWithSkillRequirement(entityList, skillName)
entityList = p._addShopPurchasesWithSkillRequirements(entityList, skillName)
entityList = p._addTraderItemsWithSkillRequirements(entityList, skillName)
entityList = p._addAgilityObstaclesWithSkillRequirements(entityList, skillName)
-- Now loop through the stuff relevant to this skill
if not itemsOnly then
for i, dataSource in ipairs(SKILL_CHECK_MAP[skillName]) do
entityList = p._addShopPurchasesWithSkillRequirements(entityList, skillName)
entityList = SOURCE_FUNCS[dataSource](entityList, skillName)
entityList = p._addTraderItemsWithSkillRequirements(entityList, skillName)
entityList = p._addAgilityObstaclesWithSkillRequirements(entityList, skillName)
-- Now loop through the stuff relevant to this skill
for i, dataSource in ipairs(SKILL_CHECK_MAP[skillName]) do
entityList = SOURCE_FUNCS[dataSource](entityList, skillName)
end
end
end
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function p.getSkillUnlockTable(frame)
function p.getSkillUnlockTable(frame)
local skillName = frame.args ~= nil and frame.args[1]
local args = frame.args ~= nil and frame.args or frame
return p._getSkillUnlockTable(skillName)
local skillName = args[1]
end
return p._getSkillUnlockTable(skillName, args)
 
function p.test()
local purchase = Shop.getPurchaseByID('melvorTotH:Corundum_Axe')
mw.log(Shop._getPurchaseIcon({purchase, notext='true'}))
end
end


return p
return p
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