Module:Common

Revision as of 20:49, 19 November 2023 by Auron956 (talk | contribs) (Add getEquipmentSlotPage function)

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

-- This module contains common functions which interact with or interpret game data
-- in some form. Functions here may be applicable to various aspects of the game
-- (e.g. monsters, shop, dungeons, pets, items, and so on) and are contained here
-- to avoid loops when requiring modules.

-- Any functions which have no reliance upon, or relevance to game data are better suited
-- for [[Module:Shared]].

-- This module should _never_ require other modules which rely upon [[Module:GameData]]

local p = {}

local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local Icons = require('Module:Icons')

-- getSkillName: Given a valid namespaced skill ID, returns that skill's name
function p.getSkillName(skillID)
	local skill = GameData.getSkillData(skillID)
	if skill ~= nil then
		return skill.name
	end
end

-- getSkillID: Given a valid skill name, returns that skill's namespaced ID
function p.getSkillID(skillName)
	for i, skillData in ipairs(GameData.rawData.skillData) do
		if skillData.data.name == skillName then
			return skillData.skillID
		end
	end
end

-- getEquipmentSlotPage: Given a valid equipment slot ID, returns the page name for that slot's
-- equipment. If the slot is not recognized, then nil is returned
function p.getEquipmentSlotPage(equipSlot)
	if type(equipSlot) == 'string' then
		local slotLinkMap = {
			["Helmet"] = 'Helmets',
			["Platebody"] = 'Platebodies',
			["Platelegs"] = 'Platelegs',
			["Boots"] = 'Boots',
			["Gloves"] = 'Gloves',
			["Cape"] = 'Capes',
			["Amulet"] = 'Amulets',
			["Ring"] = 'Rings',
			["Gem"] = 'Gems (Equipment)',
			["Weapon"] = 'Weapons',
			["Shield"] = 'Shields',
			["Quiver"] = 'Ammunition',
			["Consumable"] = 'Consumables',
			["Passive"] = 'Combat Passive Slot',
			["Summon1"] = 'Summoning',
			["Summon2"] = 'Summoning'
		}
		return slotLinkMap[equipSlot]
	end
end

-- getPurchaseName: Given a purchase from shop data, returns the name of that purchase
function p.getPurchaseName(purch)
	if purch.customName ~= nil then
		return purch.customName
	elseif purch.contains ~= nil then
		local item = nil
		if purch.contains.items ~= nil and not Shared.tableIsEmpty(purch.contains.items) then
			item = GameData.getEntityByID('items', purch.contains.items[1].id)
		elseif purch.contains.itemCharges ~= nil and not Shared.tableIsEmpty(purch.contains.itemCharges) then
			item = GameData.getEntityByID('items', purch.contains.itemCharges.id)
		end
		if item ~= nil then
			return item.name
		end
		if purch.contains.petID ~= nil then
			local pet = GameData.getEntityByID('pets', purch.contains.petID)
			if pet ~= nil then
				return pet.name
			end
		end
	end
	return ''
end

-- getPurchaseType: Given a purchase from shop data, returns the type of that purchase (based on
-- the purchase's contents)
function p.getPurchaseType(purchase)
	if purchase.contains == nil then
		return 'Unknown'
	elseif purchase.contains.petID ~= nil then
		return 'Pet'
	elseif purchase.contains.itemCharges ~= nil then
		return 'Item'
	elseif purchase.contains.modifiers ~= nil or purchase.contains.items == nil or Shared.tableCount(purchase.contains.items) == 0 then
		return 'Upgrade'
	elseif purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 1 then
		return 'Item Bundle'
	else
		return 'Item'
	end
end

-- getPurchaseIcon: Accepts the same arguments as Icons.Icon(), except the first parameter is a
-- shop purchase rather than the icon/linked page name
function p.getPurchaseIcon(iconArgs)
	local purchase = iconArgs[1]
	local purchaseName = p.getPurchaseName(purchase)
	local purchType = p.getPurchaseType(purchase)
	local iconType = nil
	if purchType == 'Item Bundle' then
		local upgBundles = {
			'melvorAoD:Summoners_Pack_I',
			'melvorAoD:Summoners_Pack_II',
			'melvorAoD:Summoners_Pack_III',
			'melvorAoD:Combat_Supply_I',
			'melvorAoD:Combat_Supply_II',
			'melvorAoD:Combat_Supply_III'
		}
		if Shared.contains(upgBundles, purchase.id) then
			iconType = 'upgrade'
		else
			iconType = 'item'
		end
	else
		iconType = string.lower(purchType)
	end
	-- Amend iconArgs before passing to Icons.Icon()
	iconArgs[1] = purchaseName
	iconArgs['type'] = iconType

	return Icons.Icon(iconArgs)
end

-- getCostString: Given item & currency costs for something, returns human readable wikitext
-- for those costs. If there are no costs, returns the value specified by valueIfNone instead.
-- Costs are in the format:
-- { items = { ... }, gp = 0, sc = 0, rc = 0 }
function p.getCostString(costs, valueIfNone)
	local costArray = {}
	if type(costs.items) == 'table' and not Shared.tableIsEmpty(costs.items) then
		for i, itemCost in ipairs(costs.items) do
			local item = GameData.getEntityByID('items', itemCost.id)
			if item ~= nil then
				table.insert(costArray, Icons.Icon({item.name, type='item', qty=itemCost.quantity}))
			end
		end
	end
	if costs.gp ~= nil and costs.gp > 0 then
		table.insert(costArray, Icons.GP(costs.gp))
	end
	if costs.sc ~= nil and costs.sc > 0 then
		table.insert(costArray, Icons.SC(costs.sc))
	end
	if costs.rc ~= nil and costs.rc > 0 then
		table.insert(costArray, Icons.RC(costs.rc))
	end
	if Shared.tableIsEmpty(costArray) then
		return valueIfNone
	else
		return table.concat(costArray, '<br/>')
	end
end

-- getRequirementString: Given requirements from something such as a shop purchase or dungeon,
-- returns human readable wikitext for those requirements. If there are no requirements, returns
-- the value specified by valueIfNone instead
function p.getRequirementString(reqs, valueIfNone)
	if reqs == nil or Shared.tableIsEmpty(reqs) then
		return valueIfNone
	end

	local reqArray = {}
	for i, req in ipairs(reqs) do
		if req.type == 'AllSkillLevels' then
			local reqText = 'Level ' .. req.level .. ' in all skills'
			if req.exceptions ~= nil and not Shared.tableIsEmpty(req.exceptions) then
				local exceptSkills = {}
				for i, skillID in ipairs(req.exceptions) do
					local skillName = p.getSkillName(skillID)
					if skillName ~= nil then
						table.insert(exceptSkills, Icons.Icon({skillName, type='skill'}))
					end
				end
				reqText = reqText .. ' except for ' .. table.concat(exceptSkills, ', ')
			end
			table.insert(reqArray, reqText)
		elseif req.type == 'ArchaeologyItemsDonated' then
			table.insert(reqArray, 'Donate ' .. Shared.formatnum(req.count) .. ' Artefacts to the Museum in ' .. Icons.Icon({'Archaeology', type='skill'}))
		elseif req.type == 'CartographyPOIDiscovery' then
			local map = GameData.getEntityByID(GameData.skillData.Cartography.worldMaps, req.worldMapID)
			if map ~= nil then
				local poiPart = {}
				for j, poiID in ipairs(req.poiIDs) do
					local poi = GameData.getEntityByID(map.pointsOfInterest, poiID)
					if poi ~= nil then
						table.insert(poiPart, Icons.Icon({poi.name, type='poi'}))
					else
						table.insert(poiPart, Shared.printError('Could not find POI with ID ' .. poiID))
					end
				end
				table.insert(reqArray, 'Discover ' .. table.concat(poiPart, ', '))
			end
		elseif req.type == 'Completion' then
			local ns = GameData.getEntityByName('namespaces', req.namespace)
			if ns ~= nil then
				table.insert(reqArray, req.percent .. '% ' .. ns.displayName .. ' Completion')
			end
		elseif req.type == 'DungeonCompletion' then
			local dung = GameData.getEntityByID('dungeons', req.dungeonID)
			if dung ~= nil then
				local dungStr = 'Complete ' .. Icons.Icon({dung.name, type='dungeon'})
				if req.count > 1 then
					dungStr = dungStr .. ' ' .. Shared.formatnum(req.count) .. ' times'
				end
				table.insert(reqArray, dungStr)
			end
		elseif req.type == 'ItemFound' then
			local item = GameData.getEntityByID('items', req.itemID)
			if item ~= nil then
				table.insert(reqArray, 'Find ' .. Icons.Icon({item.name, type='item'}))
			end
		elseif req.type == 'MonsterKilled' then
			local monster = GameData.getEntityByID('monsters', req.monsterID)
			if monster ~= nil then
				table.insert(reqArray, Icons.Icon({monster.name, type='monster', qty=req.count, notext=true}) .. ' Kills')
			end
		elseif req.type == 'ShopPurchase' then
			local shopPurch = GameData.getEntityByID('shopPurchases', req.purchaseID)
			if shopPurch ~= nil then
				table.insert(reqArray, p.getPurchaseIcon({ shopPurch }) .. ' Purchased')
			end
		elseif req.type == 'SkillLevel' then
			local skillName = p.getSkillName(req.skillID)
			if skillName ~= nil then
				table.insert(reqArray, Icons._SkillReq(skillName, req.level))
			end
		elseif req.type == 'SlayerItem' then
			local item = GameData.getEntityByID('items', req.itemID)
			if item ~= nil then
				table.insert(reqArray, Icons.Icon({item.name, type='item'}) .. ' Equipped')
			end
		elseif req.type == 'SlayerTask' then
			table.insert(reqArray, 'Complete ' .. Shared.formatnum(req.count) .. ' ' .. req.tier .. ' Slayer Tasks')
		elseif req.type == 'TownshipBuilding' then
			local tsData = GameData.getSkillData('melvorD:Township')
			if tsData ~= nil and tsData.buildings ~= nil then
				local building = GameData.getEntityByID(tsData.buildings, req.buildingID)
				if building ~= nil then
					table.insert(reqArray, 'Have ' .. Shared.formatnum(req.count) .. ' ' .. building.name .. ' actively built in Township')
				end
			end
		elseif req.type == 'TownshipTask' then
			table.insert(reqArray, 'Complete ' .. Shared.formatnum(req.count) .. ' Township Tasks')
		else
			table.insert(reqArray, Shared.printError('Unknown requirement: ' .. (req.type or 'nil')))
		end
	end

	if Shared.tableIsEmpty(reqArray) then
		return valueIfNone
	else
		return table.concat(reqArray, '<br/>')
	end
end

return p