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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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['plot'] = 4, | ['plot'] = 4, | ||
['obstacleslot'] = 5, | ['obstacleslot'] = 5, | ||
['spell'] = | ['pillar'] = 6, | ||
['prayer'] = | ['spell'] = 7, | ||
['thieving'] = | ['prayer'] = 8, | ||
['gathering'] = | ['thieving'] = 9, | ||
['artisan'] = | ['constellation'] = 10, | ||
['item'] = | ['gathering'] = 11, | ||
['combatArea'] = | ['artisan'] = 12, | ||
['slayerArea'] = | ['item'] = 13, | ||
['dungeon'] = | ['combatArea'] = 14, | ||
['shop'] = | ['slayerArea'] = 15, | ||
['trader'] = | ['dungeon'] = 16, | ||
['obstacle'] = | ['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'] = ' | ['prayer'] = 'Use', | ||
['altMagic'] = 'Cast', | ['altMagic'] = 'Cast', | ||
['tree'] = 'Cut', | ['tree'] = 'Cut', | ||
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end | end | ||
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 subType = args.subType | local subType = args.subType | ||
local subTypeParam = args.subTypeParam | local subTypeParam = args.subTypeParam | ||
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end) | end) | ||
for i, item in ipairs(itemList) do | for i, item in ipairs(itemList) do | ||
local processed = {} | local processed = {} | ||
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end) | end) | ||
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'] = ' | table.insert(entityList, {['entityName'] = 'Passive Pillars', ['entityType'] = 'pillar', ['subType'] = 'pillar', ['skillLevel'] = 99, ['otherReqs'] = {}}) | ||
table.insert(entityList, {['entityName'] = 'Elite Passive Pillars', ['entityType'] = ' | table.insert(entityList, {['entityName'] = 'Elite Passive Pillars', ['entityType'] = 'pillar', ['subType'] = 'pillar', ['skillLevel'] = 120, ['otherReqs'] = {}}) | ||
return entityList | return entityList | ||
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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 | ||
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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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 == ' | 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) | ||
-- Now loop through the stuff relevant to this skill | if not itemsOnly then | ||
entityList = p._addShopPurchasesWithSkillRequirements(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 | local args = frame.args ~= nil and frame.args or frame | ||
return p._getSkillUnlockTable(skillName | local skillName = args[1] | ||
return p._getSkillUnlockTable(skillName, args) | |||
end | end | ||
return p | return p |
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