Difference between revisions of "Module:Items/UseTables"

From Melvor Idle
(Added asList argument to getItemUses)
((Hopefully) fixed issue with items not including Agility Obstacles as a use if no other uses existed)
 
(5 intermediate revisions by the same user not shown)
Line 4: Line 4:
 
local ItemData = mw.loadData('Module:Items/data')
 
local ItemData = mw.loadData('Module:Items/data')
 
local SkillData = mw.loadData('Module:Skills/data')
 
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')
 
  
 +
local Constants = require('Module:Constants')
 
local Shared = require('Module:Shared')
 
local Shared = require('Module:Shared')
 
local Magic = require('Module:Magic')
 
local Magic = require('Module:Magic')
Line 11: Line 11:
 
local Items = require('Module:Items')
 
local Items = require('Module:Items')
 
local Icons = require('Module:Icons')
 
local Icons = require('Module:Icons')
 +
local Agility = require('Module:Skills/Agility')
 +
local Shop = require('Module:Shop')
  
  
Line 29: Line 31:
 
   Slayer = {},
 
   Slayer = {},
 
   Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
 
   Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
   Thieving = {'Chapeau Noir', 'Thieving Gloves'},
+
   Thieving = {'Chapeau Noir', 'Thieving Gloves', 'Gloves of Silence'},
 
   Woodcutting = {},
 
   Woodcutting = {},
 
   }
 
   }
Line 93: Line 95:
 
   local canRunecraft = false
 
   local canRunecraft = false
 
   local canHerblore = false
 
   local canHerblore = false
 +
  local canAgile = false
 
   if item.trimmedItemID ~= nil then
 
   if item.trimmedItemID ~= nil then
 
     canUpgrade = true
 
     canUpgrade = true
Line 143: Line 146:
 
     end
 
     end
 
   end
 
   end
 +
  --Check if Agility applies here
 +
  canAgile = Shared.tableCount(Agility.getObstaclesForItem(item.id)) > 0
 +
 
   if canUpgrade then
 
   if canUpgrade then
 
     if item.canUpgrade or (item.type == 'Armour' and item.canUpgrade == nil) then
 
     if item.canUpgrade or (item.type == 'Armour' and item.canUpgrade == nil) then
Line 151: Line 157:
 
    
 
    
 
   --Agility
 
   --Agility
   if Shared.contains(itemUseArray.Agility, item.name) then
+
   if canAgile or Shared.contains(itemUseArray.Agility, item.name) then
 
     table.insert(useArray, chr..Icons.Icon({'Agility', type='skill'}))
 
     table.insert(useArray, chr..Icons.Icon({'Agility', type='skill'}))
 
   end
 
   end
Line 167: Line 173:
 
   end
 
   end
 
   --Firemaking
 
   --Firemaking
   if item.firemakingID ~= nil or Shared.contains(itemUseArray.Firemaking, item.name) then
+
   if SkillData.Firemaking[item.id + 1] ~= nil or Shared.contains(itemUseArray.Firemaking, item.name) then
 
     table.insert(useArray, chr..Icons.Icon({'Firemaking', type='skill'}))
 
     table.insert(useArray, chr..Icons.Icon({'Firemaking', type='skill'}))
 
   end
 
   end
Line 213: Line 219:
 
    
 
    
 
   --Other odds and ends:
 
   --Other odds and ends:
 +
 
   --Mastery Tokens are tied to 'Mastery'
 
   --Mastery Tokens are tied to 'Mastery'
 
   if item.type == 'Token' then
 
   if item.type == 'Token' then
Line 240: Line 247:
 
   end
 
   end
  
   local result = table.concat(useArray,'\r\n')
+
  --Some items are needed to make shop purchases
 +
  local shopArray = Shop.getItemCostArray(item.id)
 +
  if Shared.tableCount(shopArray) > 0 then
 +
    table.insert(useArray, chr..Icons.Icon({'Shop'}))
 +
  end
 +
 
 +
   local result = asList and table.concat(useArray,'\r\n') or table.concat(useArray, '<br/>')
 
   if addCategories then result = result..table.concat(categoryArray, '') end
 
   if addCategories then result = result..table.concat(categoryArray, '') end
 
   return result
 
   return result
Line 278: Line 291:
 
           end
 
           end
 
           table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Upgrade', req = rowReq, xp = xp, gp = item2.trimmedGPCost})
 
           table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Upgrade', req = rowReq, xp = xp, gp = item2.trimmedGPCost})
          break
 
        end
 
      end
 
    end
 
    if item.name == 'Leather' and item2.buysForLeather ~= nil then
 
      local mat = {{id = item.id, qty = item2.buysForLeather}}
 
      local xp = 'N/A'
 
      local rowReq = 'None'
 
      table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Shop', req = rowReq, xp = xp, gp = item2.buysFor})
 
    elseif item2.buysForItems ~= nil then
 
      for j, req in pairs(item2.buysForItems) do
 
        if req[1] == item.id then
 
          local mat = item2.buysForItems
 
          local xp = 'N/A'
 
          local rowReq = 'None'
 
          table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Shop', req = rowReq, xp = xp, gp = item2.buysForGP})
 
 
           break
 
           break
 
         end
 
         end
Line 393: Line 390:
 
     local qty = 1
 
     local qty = 1
 
     table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
 
     table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
 +
  end
 +
 +
  --Handle shop purchases using Module:Shop
 +
  local shopUses = Shop.getItemCostArray(item.id)
 +
  for i, purchase in Shared.skpairs(shopUses) do
 +
    local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
 +
    local iconType = (purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 0) and 'item' or 'upgrade'
 +
    table.insert(useArray, {item = {name = purchase.name}, qty = 1, mats = purchase.cost.items, skill = 'Shop', req = rowReq, xp = 'N/A', gp = purchase.cost.gp, type = iconType})
 
   end
 
   end
  
Line 408: Line 413:
 
                           return a.item.name < b.item.name
 
                           return a.item.name < b.item.name
 
                         end end)
 
                         end end)
 +
 +
  local obstacles = Agility.getObstaclesForItem(item.id)
  
 
   local spellUseTable = p._getSpellUseTable(item)
 
   local spellUseTable = p._getSpellUseTable(item)
 
   local result = ''
 
   local result = ''
   if Shared.tableCount(useArray) == 0 then
+
   if Shared.tableCount(useArray) == 0 and Shared.tableCount(obstacles) == 0 then
 
     if string.len(spellUseTable) > 0 then
 
     if string.len(spellUseTable) > 0 then
 
       return '==Uses==\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable
 
       return '==Uses==\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable
Line 422: Line 429:
 
   for i, row in pairs(useArray) do
 
   for i, row in pairs(useArray) do
 
     local qty = row.qty ~= nil and row.qty or 1
 
     local qty = row.qty ~= nil and row.qty or 1
 +
    local iconType = row.type ~= nil and row.type or 'item'
 
     result = result..'\r\n|-\r\n|data-sort-value="'..row.item.name..'"|'
 
     result = result..'\r\n|-\r\n|data-sort-value="'..row.item.name..'"|'
     result = result..Icons.Icon({row.item.name, type='item', notext=true, size=50})..'||'
+
     result = result..Icons.Icon({row.item.name, type=iconType, notext=true, size=50})..'||'
 
     if qty > 1 then result = result.."'''"..qty.."x''' " end
 
     if qty > 1 then result = result.."'''"..qty.."x''' " end
 
     result = result..'[['..row.item.name..']]'
 
     result = result..'[['..row.item.name..']]'
Line 429: Line 437:
 
       result = result..'||data-sort-value="Upgrade"|[[Upgrading Items|Upgrade]]'
 
       result = result..'||data-sort-value="Upgrade"|[[Upgrading Items|Upgrade]]'
 
     elseif row.skill == 'Shop' then
 
     elseif row.skill == 'Shop' then
       result = result..'||data-sort-value="Shop"|[[Shop]]'
+
       result = result..'||data-sort-value="Shop"|'..Icons.Icon({'Shop'})
 
     else
 
     else
 
       result = result..'||data-sort-value="'..row.skill..'"|'..Icons.Icon({row.skill, type='skill'})
 
       result = result..'||data-sort-value="'..row.skill..'"|'..Icons.Icon({row.skill, type='skill'})
Line 454: Line 462:
 
     end
 
     end
 
     if row.gp ~= nil then result = result..'<br/>'..Icons.GP(row.gp) end
 
     if row.gp ~= nil then result = result..'<br/>'..Icons.GP(row.gp) end
 +
  end
 +
 +
  --Agility obstacles are weird and get their own section
 +
  for i, obst in Shared.skpairs(obstacles) do
 +
    result = result..'\r\n|-\r\n|'
 +
    result = result..Icons.Icon({"Agility", type="skill", size="50", notext=true})
 +
    result = result..'||[[Agility#Obstacles|'..obst.name..']]'
 +
    result = result..'||'..Icons.Icon({"Agility", type="skill"})
 +
 +
    --Adding the requirements for the Agility Obstacle
 +
    local reqArray = {}
 +
    if obst.category == nil then --nil category means this is a passive pillar
 +
      table.insert(reqArray, Icons._SkillReq('Agility', 99))
 +
    elseif obst.category > 0 then --Otherwise it's category * 10
 +
      table.insert(reqArray, Icons._SkillReq('Agility', obst.category * 10))
 +
    end
 +
    --Then the other skill levels if any are added
 +
    if obst.requirements ~= nil and obst.requirements.skillLevel ~= nil then
 +
      for j, req in Shared.skpairs(obst.requirements.skillLevel) do
 +
        table.insert(reqArray, Icons._SkillReq(Constants.getSkillName(req[1]), req[2]))
 +
      end
 +
    end
 +
    result = result..'||'..table.concat(reqArray, '<br/>')
 +
 +
    --Just including 'N/A' for XP since it doesn't really apply for Agility Obstacles
 +
    result = result..'||N/A'
 +
 +
    --Finally the cost
 +
    local cost = obst.cost
 +
    local costArray = {}
 +
    if cost.gp ~= nil and cost.gp > 0 then
 +
      table.insert(costArray, Icons.GP(cost.gp))
 +
    end
 +
    if cost.slayerCoins ~= nil and cost.slayerCoins > 0 then
 +
      table.insert(costArray, Icons.SC(cost.slayerCoins))
 +
    end
 +
    for j, mat in Shared.skpairs(cost.items) do
 +
      local item = Items.getItemByID(mat[1])
 +
      table.insert(costArray, Icons.Icon({item.name, type="item", qty=mat[2]}))
 +
    end
 +
   
 +
    result = result..'||'..table.concat(costArray, '<br/>')
 +
 
   end
 
   end
  

Latest revision as of 19:18, 7 April 2021

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

local p = {}

local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Agility = require('Module:Skills/Agility')
local Shop = require('Module:Shop')


--Brute forcing some item uses to make things easier
local itemUseArray = {
  Agility = {},
  Combat = {},
  Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
  Crafting = {'Crown of Rhaelyx'},
  Farming = {'Compost', 'Weird Gloop', 'Bob&apos;s Rake'},
  Firemaking = {'Crown of Rhaelyx'},
  Fishing = {'Amulet of Fishing', 'Message in a Bottle'},
  Fletching = {'Crown of Rhaelyx'},
  Herblore = {'Crown of Rhaelyx'},
  Mining = {'Mining Gloves', 'Gem Gloves'},
  Prayer = {},
  Runecrafting = {'Crown of Rhaelyx'},
  Slayer = {},
  Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
  Thieving = {'Chapeau Noir', 'Thieving Gloves', 'Gloves of Silence'},
  Woodcutting = {},
  }
local potionUseArray = {
  [0] = 'Combat',
  [1] = 'Combat',
  [2] = 'Combat',
  [3] = 'Combat',
  [4] = 'Combat',
  [5] = 'Combat',
  [6] = 'Combat',
  [7] = 'Woodcutting',
  [8] = 'Fishing',
  [9] = 'Firemaking',
  [10] = 'Cooking',
  [11] = 'Mining',
  [12] = 'Smithing',
  [13] = 'Thieving',
  [14] = 'Farming',
  [15] = 'Fletching',
  [16] = 'Crafting',
  [17] = 'Runecrafting',
  [18] = 'Herblore',
  [19] = 'Combat',
  [20] = 'Combat',
  [21] = 'Combat',
  [22] = 'Combat',
  [23] = 'Combat',
  [24] = 'Agility'
}

function p._getItemUses(item, asList, addCategories)
  local useArray = {}
  local categoryArray = {}
  local chr = asList and '* ' or ''
  --Another fun one. This time getting all the different possible ways an item can be used

  --Before anything else, if this is a potion add it to the appropriate override section
  if item.herbloreMasteryID ~= nil then
    table.insert(itemUseArray[potionUseArray[item.herbloreMasteryID]], item.name)
  end

  --First things added to the list are non-skill things that are easy to check
  if item.equipmentSlot ~= nil or Shared.contains(itemUseArray.Combat, item.name) then
    if item.equipmentSlot ~= nil then 
      --table.insert(categoryArray, '[[Category:'..Items.getEquipmentSlotName(item.equipmentSlot)..' Slot Items]]') 
    end
    table.insert(useArray, chr..Icons.Icon({'Combat'}))
  end
  if item.healsFor ~= nil then
    table.insert(categoryArray, '[[Category:Food Items]]')
    table.insert(useArray, chr..'[[Food]]')
  end
  if item.dropTable ~= nil then
    table.insert(categoryArray, '[[Category:Openable Items]]')
    table.insert(useArray, chr..'[[Chest Drop Tables|Can Be Opened]]') 
  end

  --Next, upgrading, crafting, herblore, fletching, and runecrafting since we have to sift through other items for these
  local canUpgrade = false
  local canCraft = false
  local canFletch = false
  local canRunecraft = false
  local canHerblore = false
  local canAgile = false
  if item.trimmedItemID ~= nil then
    canUpgrade = true
  else
    for i, item2 in pairs(ItemData.Items) do
      if item2.itemsRequired ~= nil then
        for j, req in pairs(item2.itemsRequired) do
          if req[1] == item.id then
            canUpgrade = true
            break
          end
        end
      end

      if item2.craftReq ~= nil then
        for j, req in pairs(item2.craftReq) do
          if req.id == item.id then
            canCraft = true
            break
          end
        end
      end

      if item2.fletchReq ~= nil then
        for j, req in pairs(item2.fletchReq) do
          if req.id == item.id then
            canFletch = true
            break
          end
        end
      end

      if item2.runecraftReq ~= nil then
        for j, req in pairs(item2.runecraftReq) do
          if req.id == item.id then
            canRunecraft = true
            break
          end
        end
      end

      if item2.herbloreReq ~= nil then
        for j, req in pairs(item2.herbloreReq) do
          if req.id == item.id then
            canHerblore = true
            break
          end
        end
      end
    end
  end
  --Check if Agility applies here
  canAgile = Shared.tableCount(Agility.getObstaclesForItem(item.id)) > 0

  if canUpgrade then
    if item.canUpgrade or (item.type == 'Armour' and item.canUpgrade == nil) then
      table.insert(categoryArray, '[[Category:Upgradeable Items]]')
    end
    table.insert(useArray, chr..'[[Upgrading Items]]')
  end
  
  --Agility
  if canAgile or Shared.contains(itemUseArray.Agility, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Agility', type='skill'}))
  end
  --Cooking
  if item.cookedItemID ~= nil or Shared.contains(itemUseArray.Cooking, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Cooking', type='skill'}))
  end
  --Crafting
  if canCraft or Shared.contains(itemUseArray.Crafting, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Crafting', type='skill'}))
  end
  --Farming
  if item.grownItemID ~= nil or Shared.contains(itemUseArray.Farming, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Farming', type='skill'}))
  end
  --Firemaking
  if SkillData.Firemaking[item.id + 1] ~= nil or Shared.contains(itemUseArray.Firemaking, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Firemaking', type='skill'}))
  end
  --Fishing
  if Shared.contains(itemUseArray.Fishing, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Fishing', type='skill'}))
  end
  --Fletching
  if canFletch or Shared.contains(itemUseArray.Fletching, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Fletching', type='skill'}))
  end
  --Herblore
  if canHerblore or Shared.contains(itemUseArray.Herblore, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Herblore', type='skill'}))
  end
  --Mining
  if Shared.contains(itemUseArray.Mining, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Mining', type='skill'}))
  end
  --Prayer
  if item.prayerPoints ~= nil or Shared.contains(itemUseArray.Prayer, item.name) then
    if item.prayerPoints ~= nil then table.insert(categoryArray, '[[Category:Buriable Items]]') end
    table.insert(useArray, chr..Icons.Icon({'Prayer', type='skill'}))
  end
  --Runecrafting
  if canRunecraft or Shared.contains(itemUseArray.Runecrafting, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Runecrafting', type='skill'}))
  end
  --Slayer
  if item.slayerCost ~= nil or Shared.contains(itemUseArray.Slayer, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Slayer', type='skill'}))
  end
  --Smithing
  if item.type == 'Bar' or item.type == 'Ore' or Shared.contains(itemUseArray.Smithing, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Smithing', type='skill'}))
  end
  --Thieving
  if Shared.contains(itemUseArray.Thieving, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Thieving', type='skill'}))
  end
  --Woodcutting
  if Shared.contains(itemUseArray.Woodcutting, item.name) then
    table.insert(useArray, chr..Icons.Icon({'Woodcutting', type='skill'}))
  end
  
  --Other odds and ends:

  --Mastery Tokens are tied to 'Mastery'
  if item.type == 'Token' then
    table.insert(useArray, chr..Icons.Icon({'Mastery'}))
  end

  --Skillcapes are tied to the appropriate skill
  --Except Max Skillcape, which is tied to all skills. (And so is the Signet Ring)
  --And combat skillcapes, since combat skills don't get special treatment
  
  local ignoreCapes = {'Ranged Skillcape', 'Attack Skillcape', 'Strength Skillcape', 'Hitpoints Skillcape', 'Defence Skillcape'}
  if item.name == 'Max Skillcape' or item.name == 'Aorpheat&apos;s Signet Ring' or item.name == 'Cape of Completion' then
    table.insert(useArray, chr..'All skills')
  elseif item.name == 'Magic Skillcape' then
    table.insert(useArray, chr..Icons.Icon({'Magic', type='skill'}))
    table.insert(useArray, chr..Icons.Icon({'Alt. Magic', type='skill'}))
  elseif Shared.contains(item.name, 'Skillcape') and not Shared.contains(ignoreCapes, item.name) then
    local skillName = Shared.splitString(item.name, ' ')[1]
    table.insert(useArray, chr..Icons.Icon({skillName, type='skill'}))
  end

  if Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion' then table.insert(categoryArray, '[[Category:Skillcapes]]') end

  --Special note for Charge Stone of Rhaelyx
  if item.name == 'Charge Stone of Rhaelyx' then
    table.insert(useArray, chr..'Powering '..Icons.Icon({'Crown of Rhaelyx', type='item'}))
  end

  --Some items are needed to make shop purchases
  local shopArray = Shop.getItemCostArray(item.id)
  if Shared.tableCount(shopArray) > 0 then
    table.insert(useArray, chr..Icons.Icon({'Shop'}))
  end

  local result = asList and table.concat(useArray,'\r\n') or table.concat(useArray, '<br/>')
  if addCategories then result = result..table.concat(categoryArray, '') end
  return result
end

function p.getItemUses(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  local addCategories = false
  local asList = true
  if frame.args ~= nil then 
    addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
    asList = frame.args.addCategories == nil or frame.args.addCategories == '' or frame.args.addCategories == 'true'
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemUses(item, asList, addCategories)
end

function p._getItemUseTable(item)
  local useArray = {}
  local potTierMastery = {[0] = 0, [1] = 20, [2] = 50, [3] = 90}

  --First, loop through all items to find anything that can be made or upgraded into using our source
  for i, item2 in pairs(ItemData.Items) do
    if item2.itemsRequired ~= nil then
      for j, req in pairs(item2.itemsRequired) do
        if req[1] == item.id then
          local mat = item2.itemsRequired
          local xp = 'N/A'
          local rowReq = 'None'
          --Potions do have upgrade requirements though
          if item2.potionTier ~= nil then
            rowReq = Icons._MasteryReq(item2.name, potTierMastery[item2.potionTier])
          end
          table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Upgrade', req = rowReq, xp = xp, gp = item2.trimmedGPCost})
          break
        end
      end
    end
    if item2.craftReq ~= nil then
      for j, req in pairs(item2.craftReq) do
        if req.id == item.id then
          local mat = item2.craftReq
          local xp = item2.craftingXP
          local rowReq = item2.craftingLevel
          local qty = item2.craftQty
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Crafting', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.fletchReq ~= nil then
      for j, req in pairs(item2.fletchReq) do
        if req.id == item.id then
          local xp = item2.fletchingXP
          local rowReq = item2.fletchingLevel
          --Arrow Shafts are special and have to be treated specially
          local qty = item2.fletchQty
          local mat = item2.fletchReq
          if item2.name == 'Arrow Shafts' then
            mat = {{id = item.id, qty = 1}}
            qty =  qty + (qty * item.id)
          end
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Fletching', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.smithReq ~= nil then
      for j, req in pairs(item2.smithReq) do
        if req.id == item.id then
          local mat = item2.smithReq
          local xp = item2.smithingXP
          local rowReq = item2.smithingLevel
          local qty = item2.smithingQty
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Smithing', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.runecraftReq ~= nil then
      for j, req in pairs(item2.runecraftReq) do
        if req.id == item.id then
          local mat = item2.runecraftReq
          local xp = item2.runecraftingXP
          local rowReq = item2.runecraftingLevel
          local qty = item2.runecraftQty
          table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Runecrafting', req = rowReq, xp = xp})
          break
        end
      end
    end
    if item2.herbloreReq ~= nil then
      for j, req in pairs(item2.herbloreReq) do
        if req.id == item.id then
          local potionData = SkillData.Herblore.ItemData[item2.herbloreMasteryID + 1]
          local mat = item2.herbloreReq
          local xp = potionData.herbloreXP
          --Potions do have upgrade requirements though
          local rowReq = Icons._SkillReq('Herblore', potionData.herbloreLevel)
          local masteryLvl = potTierMastery[item2.potionTier]
          if masteryLvl > 0 then
            rowReq = rowReq..'<br/>'..Icons._MasteryReq(item2.name, masteryLvl)
          end
          local reqVal = potionData.herbloreLevel + (masteryLvl * 0.01)
          table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Herblore', reqVal = reqVal, req = rowReq, xp = xp})
          break
        end
      end
    end
  end
  if item.grownItemID ~= nil then
    local item2 = Items.getItemByID(item.grownItemID)
    local mat = {{id = item.id, qty = item.seedsRequired}}
    local xp = item.farmingXP
    local rowReq = item.farmingLevel
    local qty = 5
    table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
  end
  if item.cookedItemID ~= nil then
    local item2 = Items.getItemByID(item.cookedItemID)
    local mat = {{id = item.id, qty = 1}}
    local xp = item.cookingXP
    local rowReq = item.cookingLevel
    local qty = 1
    table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
  end
  if item.burntItemID ~= nil then
    local item2 = Items.getItemByID(item.burntItemID)
    local mat = {{id = item.id, qty = 1}}
    local xp = 1
    local rowReq = item.cookingLevel
    local qty = 1
    table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
  end

  --Handle shop purchases using Module:Shop
  local shopUses = Shop.getItemCostArray(item.id)
  for i, purchase in Shared.skpairs(shopUses) do
    local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
    local iconType = (purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 0) and 'item' or 'upgrade'
    table.insert(useArray, {item = {name = purchase.name}, qty = 1, mats = purchase.cost.items, skill = 'Shop', req = rowReq, xp = 'N/A', gp = purchase.cost.gp, type = iconType})
  end

  --Finally build the table using what we've learned
  table.sort(useArray, function(a, b)
                         local aReqVal = a.reqVal ~= nil and a.reqVal or a.req
                         local bReqVal = b.reqVal ~= nil and b.reqVal or b.req
                         if a.skill ~= b.skill then
                           return a.skill < b.skill
                         elseif type(aReqVal) ~= type(bReqVal) then
                           return tostring(aReqVal) < tostring(bReqVal)
                         elseif aReqVal ~= bReqVal then
                           return aReqVal < bReqVal
                         else
                           return a.item.name < b.item.name
                         end end)

  local obstacles = Agility.getObstaclesForItem(item.id)

  local spellUseTable = p._getSpellUseTable(item)
  local result = ''
  if Shared.tableCount(useArray) == 0 and Shared.tableCount(obstacles) == 0 then
    if string.len(spellUseTable) > 0 then
      return '==Uses==\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable
    else
      return ''
    end
  end
  result = result..'{| class="wikitable sortable"'
  result = result..'\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients'
  for i, row in pairs(useArray) do
    local qty = row.qty ~= nil and row.qty or 1
    local iconType = row.type ~= nil and row.type or 'item'
    result = result..'\r\n|-\r\n|data-sort-value="'..row.item.name..'"|'
    result = result..Icons.Icon({row.item.name, type=iconType, notext=true, size=50})..'||'
    if qty > 1 then result = result.."'''"..qty.."x''' " end
    result = result..'[['..row.item.name..']]'
    if row.skill == 'Upgrade' then
      result = result..'||data-sort-value="Upgrade"|[[Upgrading Items|Upgrade]]'
    elseif row.skill == 'Shop' then
      result = result..'||data-sort-value="Shop"|'..Icons.Icon({'Shop'})
    else
      result = result..'||data-sort-value="'..row.skill..'"|'..Icons.Icon({row.skill, type='skill'})
    end
    if type(row.req) == 'number' then
      result = result..'|| data-sort-value="'..row.req..'"|'..Icons._SkillReq(row.skill, row.req)
    elseif row.reqVal ~= nil then
      result = result..'|| data-sort-value="'..row.reqVal..'"|'..row.req
    else
      result = result..'||'..row.req
    end
    if type(row.xp) == 'string' then
      result = result..'||data-sort-value="0"|'..row.xp
    else
      result = result..'||data-sort-value="'..row.xp..'"|'..row.xp..' '..Icons.Icon({row.skill, type='skill', notext=true})..' XP'
    end
    result = result..'||'
    for i, mat in Shared.skpairs(row.mats) do
      local matID = mat.id ~= nil and mat.id or mat[1]
      local matQty = mat.qty ~= nil and mat.qty or mat[2]
      matItem = Items.getItemByID(matID)
      if i > 1 then result = result..'<br/>' end
      result = result..Icons.Icon({matItem.name, type='item', qty=matQty})
    end
    if row.gp ~= nil then result = result..'<br/>'..Icons.GP(row.gp) end
  end

  --Agility obstacles are weird and get their own section
  for i, obst in Shared.skpairs(obstacles) do
    result = result..'\r\n|-\r\n|'
    result = result..Icons.Icon({"Agility", type="skill", size="50", notext=true})
    result = result..'||[[Agility#Obstacles|'..obst.name..']]'
    result = result..'||'..Icons.Icon({"Agility", type="skill"})

    --Adding the requirements for the Agility Obstacle
    local reqArray = {}
    if obst.category == nil then --nil category means this is a passive pillar
      table.insert(reqArray, Icons._SkillReq('Agility', 99))
    elseif obst.category > 0 then --Otherwise it's category * 10
      table.insert(reqArray, Icons._SkillReq('Agility', obst.category * 10))
    end
    --Then the other skill levels if any are added
    if obst.requirements ~= nil and obst.requirements.skillLevel ~= nil then
      for j, req in Shared.skpairs(obst.requirements.skillLevel) do
        table.insert(reqArray, Icons._SkillReq(Constants.getSkillName(req[1]), req[2]))
      end
    end
    result = result..'||'..table.concat(reqArray, '<br/>')

    --Just including 'N/A' for XP since it doesn't really apply for Agility Obstacles
    result = result..'||N/A'

    --Finally the cost
    local cost = obst.cost
    local costArray = {}
    if cost.gp ~= nil and cost.gp > 0 then
      table.insert(costArray, Icons.GP(cost.gp))
    end
    if cost.slayerCoins ~= nil and cost.slayerCoins > 0 then
      table.insert(costArray, Icons.SC(cost.slayerCoins))
    end
    for j, mat in Shared.skpairs(cost.items) do
      local item = Items.getItemByID(mat[1])
      table.insert(costArray, Icons.Icon({item.name, type="item", qty=mat[2]}))
    end
    
    result = result..'||'..table.concat(costArray, '<br/>')

  end

  result = result..'\r\n|}'
  if string.len(spellUseTable) > 0 then
    result = result..'\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable
  end
  return '==Uses==\r\n'..result
end

function p.getItemUseTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemUseTable(item)
end

function p._getSpellUseTable(item)
  local spellList = Magic.getSpellsForRune(item.id)
  --Bail immediately if no spells are found
  if Shared.tableCount(spellList) == 0 then
    return ''
  end

  local result = '{|class="wikitable sortable"\r\n!colspan="2"|Spell'
  result = result..'!!Requirements'
  result = result..'!!Type!!style="width:275px"|Description'
  result = result..'!!Runes'
  for i, spell in pairs(spellList) do
    local rowTxt = '\r\n|-\r\n|data-sort-value="'..spell.name..'"|'
    if spell.type == 'Auroras' then
      rowTxt = rowTxt..Icons.Icon({spell.name, type='aurora', notext=true, size=50})
    elseif spell.type == 'Curses' then
      rowTxt = rowTxt..Icons.Icon({spell.name, type='curse', notext=true, size=50})
    else
      rowTxt = rowTxt..Icons.Icon({spell.name, type='spell', notext=true, size=50})
    end
    rowTxt = rowTxt..'||[['..spell.name..']]'
    rowTxt = rowTxt..'||data-sort-value="'..spell.magicLevelRequired..'"|'..Icons._SkillReq('Magic', spell.magicLevelRequired)
    --Handle required items/dungeon clears
    if spell.requiredItem ~= nil and spell.requiredItem >= 0 then
      local reqItem = Items.getItemByID(spell.requiredItem)
      rowTxt = rowTxt..'<br/>'..Icons.Icon({reqItem.name, type='item', notext=true})..' equipped'
    end
    if spell.requiredDungeonCompletion ~= nil then
      local dung = Areas.getAreaByID('dungeon', spell.requiredDungeonCompletion[1])
      rowTxt = rowTxt..'<br/>'..Icons.Icon({dung.name, type='dungeon', notext=true, qty=spell.requiredDungeonCompletion[2]})..' Clears'
    end
    rowTxt = rowTxt..'||data-sort-value="'..Magic.getSpellTypeIndex(spell.type)..'"|'
    rowTxt = rowTxt..Magic.getSpellTypeLink(spell.type)
    if spell.type == 'Spells' then
      rowTxt = rowTxt..'||Combat spell with a max hit of '..(spell.maxHit * 10)
    else
      rowTxt = rowTxt..'||'..spell.description
    end
    rowTxt = rowTxt..'||style="text-align:center"|'
    rowTxt = rowTxt..Magic._getSpellRunes(spell)
    result = result..rowTxt
  end
   --Add the table end and add the table to the result string
  result = result..'\r\n|}'
  return result
end

function p.getSpellUseTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getSpellUseTable(item)
end

return p