Module:Items/UseTables: Difference between revisions

From Melvor Idle
(_getItemUseTable: Support GP & SC in various artisan skills)
(Update for v1.1)
Line 1: Line 1:
local p = {}
local p = {}
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')


local Constants = require('Module:Constants')
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Magic = require('Module:Magic')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Areas = require('Module:CombatAreas')
Line 12: Line 11:
local Agility = require('Module:Skills/Agility')
local Agility = require('Module:Skills/Agility')
local Shop = require('Module:Shop')
local Shop = require('Module:Shop')
local SkillEnum = mw.loadData('Module:Constants/data').skill


--Brute forcing some item uses to make things easier
--Brute forcing some item uses to make things easier
local itemUseArray = {
local itemUseArray = {
Agility = {},
Agility = {},
Astrology = {'Stardust', 'Golden Stardust'},
Astrology = {'melvorF:Stardust', 'melvorF:Golden_Stardust'},
Attack = {},
Attack = {},
Combat = {'Gold Emerald Ring', 'Obsidian Cape', 'Throwing Power Gloves'},
Combat = {'melvorF:Gold_Emerald_Ring', 'melvorD:Obsidian_Cape', 'melvorF:Throwing_Power_Gloves'},
Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
Cooking = {'melvorD:Cooking_Gloves', 'melvorD:Crown_of_Rhaelyx'},
Crafting = {'Crown of Rhaelyx'},
Crafting = {'melvorD:Crown_of_Rhaelyx'},
Defence = {},
Defence = {},
Farming = {'Compost', 'Weird Gloop', 'Bob's Rake'},
Farming = {'melvorD:Compost', 'melvorD:Weird_Gloop', 'melvorD:Bobs_Rake'},
Firemaking = {'Crown of Rhaelyx'},
Firemaking = {'melvorD:Crown_of_Rhaelyx'},
Fishing = {'Amulet of Fishing', 'Message in a Bottle', 'Barbarian Gloves'},
Fishing = {'melvorD:Amulet_of_Fishing', 'melvorD:Message_In_A_Bottle', 'melvorD:Barbarian_Gloves'},
Fletching = {'Crown of Rhaelyx'},
Fletching = {'melvorD:Crown_of_Rhaelyx'},
Herblore = {'Crown of Rhaelyx'},
Herblore = {'melvorD:Crown_of_Rhaelyx'},
Hitpoints = {},
Hitpoints = {},
Magic = {},
Magic = {},
Mining = {'Mining Gloves', 'Gem Gloves'},
Mining = {'melvorD:Mining_Gloves', 'melvorD:Gem_Gloves'},
Prayer = {},
Prayer = {},
Ranged = {},
Ranged = {},
Runecrafting = {'Crown of Rhaelyx'},
Runecrafting = {'melvorD:Crown_of_Rhaelyx'},
Slayer = {},
Slayer = {},
Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
Smithing = {'melvorD:Smithing_Gloves', 'melvorD:Crown_of_Rhaelyx'},
Strength = {},
Strength = {},
Summoning = {'Crown of Rhaelyx'},
Summoning = {'melvorD:Crown_of_Rhaelyx'},
Thieving = {'Chapeau Noir', 'Thieving Gloves', 'Gloves of Silence'},
Thieving = {'melvorF:Chapeau_Noir', 'melvorF:Thieving_Gloves', 'melvorF:Gloves_of_Silence'},
Woodcutting = {},
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',
[25] = 'Summoning',
[26] = 'Combat',
[27] = 'Combat',
[28] = 'Combat',
[29] = 'Astrology'
}


function p._getItemUses(item, asList, addCategories)
function p._getItemUses(item, asList, addCategories)
Line 93: Line 58:


local addUse = function(useName)
local addUse = function(useName)
local skillID = (type(useName) == 'number' and useName) or SkillEnum[useName]
local skillID = Constants.getSkillID(useName)
if type(skillID) == 'number' then
if skillID == nil then
if skillUses[skillID] == nil then
-- May have been passed a skill ID instead
skillUses[skillID] = Constants.getSkillName(skillID)
local skillName = Constants.getSkillName(useName)
if skillName ~= nil then
skillID = useName
skillUses[skillID] = skillName
end
end
elseif not otherUses[useName] then
else
skillUses[skillID] = useName
end
 
if skillID == nil and  not otherUses[useName] then
otherUses[useName] = true
otherUses[useName] = true
end
end
end
end
local hasUse = function(useName)
local hasUse = function(useName)
local skillID = (type(useName) == 'number' and useName) or SkillEnum[useName]
local skillID = Constants.getSkillID(useName) or (Constants.getSkillName(useName) ~= nil and useName)
if type(skillID) == 'number' then
if skillID ~= nil then
return (skillUses[skillID] ~= nil) or false
return (skillUses[skillID] ~= nil) or false
else
else
Line 113: Line 85:
-- Check for any overrides within itemUseArray
-- Check for any overrides within itemUseArray
for useName, itemList in pairs(itemUseArray) do
for useName, itemList in pairs(itemUseArray) do
if Shared.contains(itemList, item.name) then
if Shared.contains(itemList, item.id) then
addUse(useName)
addUse(useName)
end
end
end
-- If this is a potion add it to the appropriate uses table
if type(item.masteryID) == 'table' and item.masteryID[1] == SkillEnum.Herblore then
-- Default to 'Combat' if unknown
local potionUse = potionUseArray[item.masteryID[2]] or 'Combat'
addUse(potionUseArray[item.masteryID[2]] or 'Combat')
end
end


-- If the item has any modifiers that affect a given skill, add it to those tables
-- If the item has any modifiers that affect a given skill, add it to those tables
-- Added an exception for Mastery Tokens since they were being incorrectly flagged as usable for all skills
-- Added special handling for Mastery Tokens since they were being incorrectly flagged as usable for all skills
if item.modifiers ~= nil and (item.isToken == nil or not item.isToken) then
if item.modifiers ~= nil then
local skillArray = Constants.getModifierSkills(item.modifiers)
if item.modifiers.masteryToken ~= nil then
for i, skillName in ipairs(skillArray) do
-- Mastery tokens
addUse(skillName)
addUse('Mastery')
else
local globalMods = {
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal',
'increasedGlobalSkillIntervalPercent',
'decreasedGlobalSkillIntervalPercent',
'increasedGlobalSkillXP',
'decreasedGlobalSkillXP'
}
for i, globalMod in ipairs(globalMods) do
if item.modifiers[globalMod] ~= nil then
addUse('AllSkills')
break
end
end
if not hasUse('AllSkills') then
local skillArray = Constants.getModifierSkills(item.modifiers)
for i, skillName in ipairs(skillArray) do
addUse(skillName)
end
end
end
end
end
end
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-- Check if the item is an entry requirement for any Slayer area
-- Check if the item is an entry requirement for any Slayer area
if not hasUse(SkillEnum.Slayer) and item.isEquipment then
if not hasUse('Slayer') and (item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil) then
local slayerAreas = Areas.getAreas(function(area) return area.type == 'slayer' and type(area.entryRequirements) == 'table' end)
local slayerAreas = Areas.getAreas(function(area) return area.type == 'slayerArea' and type(area.entryRequirements) == 'table' end)
for i, area in pairs(slayerAreas) do
for i, area in ipairs(slayerAreas) do
for j, req in pairs(area.entryRequirements) do
for j, req in ipairs(area.entryRequirements) do
if req.type == "SlayerItem" and req.itemID == item.id then
if req.type == "SlayerItem" and req.itemID == item.id then
addUse(SkillEnum.Slayer)
addUse('Slayer')
break
break
end
end
end
end
if hasUse(SkillEnum.Slayer) then
if hasUse('Slayer') then
break
break
end
end
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-- Can the item be upgraded, or is it part of an upgrade recipe?
-- Can the item be upgraded, or is it part of an upgrade recipe?
if item.canUpgrade then
for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
addUse('Upgrade')
if upgrade.upgradedItemID == item.id then
else
addUse('Upgrade')
for i, item2 in pairs(ItemData.Items) do
else
if item2.itemsRequired ~= nil then
for j, itemCost in ipairs(upgrade.itemCosts) do
for j, req in ipairs(item2.itemsRequired) do
if itemCost.id == item.id then
if req[1] == item.id then
addUse('Upgrade')
addUse('Upgrade')
break
end
end
if hasUse('Upgrade') then
break
break
end
end
end
end
end
if hasUse('Upgrade') then
break
end
end
end
end
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end
end


if item.canOpen then
if item.dropTable ~= nil then
table.insert(categoryArray, '[[Category:Openable Items]]')
table.insert(categoryArray, '[[Category:Openable Items]]')
addUse('Chest')
addUse('Chest')
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-- All have somewhat consistent recipe data structures
-- All have somewhat consistent recipe data structures
local recipeSkillIDs = {
local recipeSkillIDs = {
SkillEnum.Cooking,
'melvorD:Cooking',
SkillEnum.Smithing,
'melvorD:Smithing',
SkillEnum.Fletching,
'melvorD:Fletching',
SkillEnum.Crafting,
'melvorD:Crafting',
SkillEnum.Runecrafting,
'melvorD:Runecrafting',
SkillEnum.Herblore
'melvorD:Herblore'
}
}
for i, recipeSkillID in ipairs(recipeSkillIDs) do
for i, recipeSkillID in ipairs(recipeSkillIDs) do
if not hasUse(recipeSkillID) then
if not hasUse(recipeSkillID) then
local recipeKey = (recipeSkillID == SkillEnum.Herblore and 'Potions') or 'Recipes'
local localSkillID = GameData.getLocalID(recipeSkillID)
local skillName = Constants.getSkillName(recipeSkillID)
-- Iterate over all recipes for the current skill
-- Iterate over all recipes for the current skill
for j, recipe in ipairs(SkillData[skillName][recipeKey]) do
for j, recipe in ipairs(SkillData[localSkillID].recipes) do
for k, itemCost in ipairs(recipe.itemCosts) do
for k, itemCost in ipairs(recipe.itemCosts) do
if itemCost.id == item.id then
if itemCost.id == item.id then
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-- Firemaking
-- Firemaking
if not hasUse(SkillEnum.Firemaking) and type(item.masteryID) == 'table' and item.masteryID[1] == SkillEnum.Firemaking then
if not hasUse('melvorD:Firemaking') then
addUse(SkillEnum.Firemaking)
for i, recipe in ipairs(SkillData.Firemaking.logs) do
if recipe.logID == item.id then
addUse('melvorD:Firemaking')
break
end
end
end
end


-- Farming
-- Farming
if not hasUse(SkillEnum.Farming) and item.grownItemID ~= nil then
if not hasUse('melvorD:Farming') then
addUse(SkillEnum.Farming)
for i, recipe in ipairs(SkillData.Farming.recipes) do
if recipe.seedCost.id == item.id then
addUse('melvorD:Farming')
break
end
end
end
end


-- Agility
-- Agility
if not hasUse(SkillEnum.Agility) and Shared.tableCount(Agility.getObstaclesForItem(item.id)) > 0 then
if not hasUse('melvorD:Agility') and not Shared.tableIsEmpty(Agility.getObstaclesForItem(item.id)) then
addUse(SkillEnum.Agility)
addUse('melvorD:Agility')
end
end


-- Summoning
-- Summoning
if not hasUse(SkillEnum.Summoning) then
if not hasUse('melvorD:Summoning') then
for i, recipe in ipairs(SkillData.Summoning.Marks) do
for i, recipe in ipairs(SkillData.Summoning.recipes) do
-- Tablets & Non-shard items
-- Tablets & Non-shard items
if recipe.itemID == item.id or Shared.contains(recipe.nonShardItemCosts, item.id) then
if recipe.productID == item.id or Shared.contains(recipe.nonShardItemCosts, item.id) then
addUse(SkillEnum.Summoning)
addUse('melvorD:Summoning')
break
break
else
else
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for j, itemCost in ipairs(recipe.itemCosts) do
for j, itemCost in ipairs(recipe.itemCosts) do
if itemCost.id == item.id then
if itemCost.id == item.id then
addUse(SkillEnum.Summoning)
addUse('melvorD:Summoning')
break
break
end
end
end
if hasUse(SkillEnum.Summoning) then
break
end
end
end
end
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if item.prayerPoints ~= nil then
if item.prayerPoints ~= nil then
table.insert(categoryArray, '[[Category:Buriable Items]]')
table.insert(categoryArray, '[[Category:Buriable Items]]')
if not hasUse(SkillEnum.Prayer) then
if not hasUse('melvorD:Prayer') then
addUse(SkillEnum.Prayer)
addUse('melvorD:Prayer')
end
end
end
end
Line 278: Line 268:
if not (hasUse('Magic') and hasUse('AltMagic')) then
if not (hasUse('Magic') and hasUse('AltMagic')) then
-- First check if the item its self is used in any spells
-- First check if the item its self is used in any spells
local spellList = Magic.getSpellsForItem(item.id, true)
local spellList = Magic.getSpellsUsingItem(item.id, true)
for i, spell in ipairs(spellList) do
for i, spell in ipairs(spellList) do
local useKey = (spell.type == 'AltMagic' and 'AltMagic' or 'Magic')
local useKey = (spell.type == 'altMagic' and 'AltMagic' or 'Magic')
if not hasUse(useKey) then
if not hasUse(useKey) then
addUse(useKey)
addUse(useKey)
Line 286: Line 276:
end
end
-- Check if the item provides runes, if it does check where they are used also
-- Check if the item provides runes, if it does check where they are used also
if item.providesRune ~= nil then
if item.providedRunes ~= nil then
for i, runeID in ipairs(item.providesRune) do
for i, rune in ipairs(item.providedRunes) do
if hasUse('Magic') and hasUse('AltMagic') then
if hasUse('Magic') and hasUse('AltMagic') then
break
break
else
else
local spellList = Magic.getSpellsForItem(runeID, false)
local spellList = Magic.getSpellsUsingItem(rune.id, false)
for j, spell in ipairs(spellList) do
for j, spell in ipairs(spellList) do
local useKey = (spell.type == 'AltMagic' and 'AltMagic' or 'Magic')
local useKey = (spell.type == 'altMagic' and 'AltMagic' or 'Magic')
if not hasUse(useKey) then
if not hasUse(useKey) then
addUse(useKey)
addUse(useKey)
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-- Other odds and ends:
-- Other odds and ends:
-- Mastery Tokens are tied to 'Mastery'
if item.isToken and item.skill ~= nil then
addUse('Mastery')
end


-- Skillcapes are tied to the appropriate skill
-- Skillcapes are tied to the appropriate skill
-- Except Maximum Skillcape, which is tied to all skills. (And so is the Signet Ring)
-- Except Maximum Skillcape, which is tied to all skills. (And so is the Signet Ring)
-- And combat skillcapes, since combat skills don't get special treatment
-- And combat skillcapes, since combat skills don't get special treatment
local ignoreCapes = {'Ranged Skillcape', 'Attack Skillcape', 'Strength Skillcape', 'HP Skillcape', 'Defence Skillcape'}
if item.tier == 'Skillcape' then
if Shared.contains({'Maximum Skillcape', "Aorpheat's Signet Ring", 'Ring of Wealth', 'Cape of Completion'}, item.name) then
local ignoreCapes = {
addUse('AllSkills')
'melvorD:Attack_Skillcape',
elseif item.name == 'Magic Skillcape' then
'melvorD:Strength_Skillcape',
addUse(SkillEnum.Magic)
'melvorD:Defence_Skillcape',
addUse('AltMagic')
'melvorD:Hitpoints_Skillcape',
elseif Shared.contains(item.name, 'Skillcape') and not Shared.contains(ignoreCapes, item.name) then
'melvorF:Ranged_Skillcape',
local skillName = Shared.splitString(item.name, ' ')[1]
'melvorTotH:Superior_Attack_Skillcape',
addUse(skillName)
'melvorTotH:Superior_Strength_Skillcape',
end
'melvorTotH:Superior_Defence_Skillcape',
 
'melvorTotH:Superior_Hitpoints_Skillcape',
if Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion' then
'melvorTotH:Superior_Ranged_Skillcape',
}
local allCapes = {
'melvorF:Max_Skillcape',
'melvorF:Cape_of_Completion',
'melvorTotH:Superior_Max_Skillcape',
'melvorTotH:Superior_Cape_Of_Completion'
}
if Shared.contains(allCapes, item.id) then
addUse('AllSkills')
elseif Shared.contains({'melvorF:Magic_Skillcape', 'melvorTotH:Superior_Magic_Skillcape'}, item.id) then
addUse('melvorD:Magic')
addUse('AltMagic')
elseif not Shared.contains(ignoreCapes, item.id) then
local splitName = Shared.splitString(item.name, ' ')
local skillName = (splitName[1] == 'Superior' and splitName[2]) or splitName[1]
addUse(skillName)
end
table.insert(categoryArray, '[[Category:Skillcapes]]')
table.insert(categoryArray, '[[Category:Skillcapes]]')
end
end


--Special note for Charge Stone of Rhaelyx
--Special note for Charge Stone of Rhaelyx
if item.name == 'Charge Stone of Rhaelyx' then
if item.id == 'melvorD:Charge_Stone_of_Rhaelyx' then
addUse('ChargeStone')
addUse('ChargeStone')
end
end
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--Some items are needed to make shop purchases
--Some items are needed to make shop purchases
local shopArray = Shop.getItemCostArray(item.id)
local shopArray = Shop.getItemCostArray(item.id)
if Shared.tableCount(shopArray) > 0 then
if not Shared.tableIsEmpty(shopArray) then
addUse('Shop')
addUse('Shop')
end
end
Line 371: Line 373:
local useArray = {}
local useArray = {}


-- Loop through all items to find anything that can be upgraded using our source
-- Loop through all upgrades to find anything that can be upgraded using our source
for i, item2 in ipairs(ItemData.Items) do
for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
if item2.itemsRequired ~= nil then
for j, itemCost in ipairs(upgrade.itemCosts) do
for j, req in pairs(item2.itemsRequired) do
if itemCost.id == item.id then
if req[1] == item.id then
local rowReq = nil
local mat = item2.itemsRequired
-- Potions do have upgrade requirements though
local xp = 'N/A'
local upgradeItem = Items.GetItemByID(upgrade.upgradedItemID)
local rowReq = nil
if upgradeItem ~= nil and upgradeItem.charges ~= nil and upgradeItem.tier ~= nil then
--Potions do have upgrade requirements though
local levelUnlock = GameData.getEntityByProperty(SkillData.Herblore.masteryLevelUnlocks, 'descriptionID', upgradeItem.tier + 1)
if item2.potionTier ~= nil then
if levelUnlock ~= nil then
rowReq = Icons._MasteryReq(item2.name, SkillData.Herblore.TierMasteryLevels[item2.potionTier + 1])
rowReq = Icons._MasteryReq(upgradeItem.name, levelUnlock.level)
end
end
table.insert(useArray, {item = {id = item2.id, name = item2.name}, qty = 1, mats = mat, skill = 'Upgrade', req = rowReq, xp = xp, gp = item2.trimmedGPCost})
break
end
end
table.insert(useArray, {item = {id = upgradeItem.id, name = upgradeItem.name}, qty = 1, mats = upgrade.itemCosts, skill = 'Upgrade', req = rowReq, xp = 'N/A', gp = upgrade.gpCost, sc = upgrade.scCost})
end
end
end
end
Line 393: Line 394:
-- All have somewhat consistent recipe data structures
-- All have somewhat consistent recipe data structures
local recipeSkillIDs = {
local recipeSkillIDs = {
SkillEnum.Cooking,
'melvorD:Cooking',
SkillEnum.Smithing,
'melvorD:Smithing',
SkillEnum.Fletching,
'melvorD:Fletching',
SkillEnum.Crafting,
'melvorD:Crafting',
SkillEnum.Runecrafting,
'melvorD:Runecrafting',
SkillEnum.Herblore
'melvorD:Herblore'
}
}
for i, recipeSkillID in ipairs(recipeSkillIDs) do
for i, recipeSkillID in ipairs(recipeSkillIDs) do
local skillName = Constants.getSkillName(recipeSkillID)
local skillName = Constants.getSkillName(recipeSkillID)
local recipeKey = (recipeSkillID == SkillEnum.Herblore and 'Potions') or 'Recipes'
local localSkillID = GameData.getLocalID(recipeSkillID)
-- Iterate over all recipes for the current skill
-- Iterate over all recipes for the current skill
for j, recipe in ipairs(SkillData[skillName][recipeKey]) do
for j, recipe in ipairs(SkillData[localSkillID].recipes) do
local costLists = {recipe.alternativeCosts or {}, {{["itemCosts"] = recipe.itemCosts}}}
local costLists = {recipe.alternativeCosts or {}, {{["itemCosts"] = recipe.itemCosts}}}
for k, costList in pairs(costLists) do
for k, costList in pairs(costLists) do
Line 411: Line 412:
if itemCost.id == item.id then
if itemCost.id == item.id then
local recipeItemIDs = nil
local recipeItemIDs = nil
if recipeSkillID == SkillEnum.Herblore then
if recipeSkillID == 'melvorD:Herblore' then
recipeItemIDs = recipe.potionIDs
recipeItemIDs = recipe.potionIDs
elseif recipeSkillID == SkillEnum.Cooking then
elseif recipeSkillID == 'melvorD:Cooking' then
recipeItemIDs = {recipe.itemID, recipe.perfectCookID}
recipeItemIDs = {recipe.productID, recipe.perfectCookID}
else
else
recipeItemIDs = {recipe.itemID}
recipeItemIDs = {recipe.productID}
end
end
for o, recipeItemID in ipairs(recipeItemIDs) do
for o, recipeItemID in ipairs(recipeItemIDs) do
Line 425: Line 426:
local rowReq = recipe.level
local rowReq = recipe.level
local reqVal = nil
local reqVal = nil
if recipeSkillID == SkillEnum.Herblore then
if recipeSkillID == 'melvorD:Herblore' then
-- Herblore may also have a mastery requirement
-- Herblore may also have a mastery requirement
local masteryLvl = SkillData.Herblore.TierMasteryLevels[o]
local levelUnlock = GameData.getEntityByProperty(SkillData.Herblore.masteryLevelUnlocks, 'descriptionID', recipeItem.tier + 1)
if masteryLvl ~= nil and masteryLvl > 1 then
if levelUnlock ~= nil and levelUnlock.level > 1 then
local masteryReq = Icons._MasteryReq(recipeItem.name, masteryLvl)
local masteryReq = Icons._MasteryReq(recipeItem.name, levelUnlock.level)
reqVal = rowReq + masteryLvl * 0.01
reqVal = rowReq + levelUnlock.level * 0.01
rowReq = Icons._SkillReq(skillName, rowReq) .. '<br/>' .. masteryReq
rowReq = Icons._SkillReq(skillName, rowReq) .. '<br/>' .. masteryReq
end
end
end
end
table.insert(useArray, {item = itemDef, qty = qty, mats = costDef.itemCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = skillName, reqVal = reqVal, req = rowReq, xp = recipe.baseXP})
table.insert(useArray, {item = itemDef, qty = qty, mats = costDef.itemCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = skillName, reqVal = reqVal, req = rowReq, xp = recipe.baseExperience})
end
end
end
end
Line 446: Line 447:


-- Farming
-- Farming
if item.grownItemID ~= nil then
for i, recipe in ipairs(SkillData.Farming.recipes) do
local item2 = Items.getItemByID(item.grownItemID)
if recipe.seedCost.id == item.id then
local mat = {{id = item.id, qty = item.seedsRequired}}
local product = Items.getItemByID(recipe.productID)
local xp = item.farmingXP
local mat = {{id = recipe.seedCost.id, qty = recipe.seedCost.quantity}}
local rowReq = item.farmingLevel
local xp = recipe.baseExperience
local qty = (item.tier ~= nil and item.tier == 'Tree' and 35 or 15)
local rowReq = recipe.level
table.insert(useArray, {item = {id = item2.id, name = item2.name}, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
local category = GameData.getEntityByID(SkillData.Farming.categories, recipe.categoryID)
local qty = 5 * category.harvestMultiplier
table.insert(useArray, {item = {id = product.id, name = product.name}, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
end
end
end


Line 459: Line 463:
for i, obstacle in ipairs(obstacles) do
for i, obstacle in ipairs(obstacles) do
local itemCosts = {}
local itemCosts = {}
for j, itemDef in ipairs(obstacle.cost.items) do
for j, itemDef in ipairs(obstacle.itemCosts) do
table.insert(itemCosts, {id = itemDef[1], qty = itemDef[2]})
table.insert(itemCosts, {id = itemDef.id, qty = itemDef.quantity})
end
end
local req = Agility._getObstacleRequirements(obstacle)
local req = Agility._getObstacleRequirements(obstacle)
--local objType = (obstacle.category == nil and 'Pillar') or 'Obstacle'
--local objType = (obstacle.category == nil and 'Pillar') or 'Obstacle'
table.insert(useArray, {item = {id = obstacle.id, name = obstacle.name}, qty = 1, mats = itemCosts, gp = obstacle.cost.gp, sc = obstacle.cost.slayerCoins, skill = 'Agility', req = req, type = 'skill'})
table.insert(useArray, {item = {id = obstacle.id, name = obstacle.name}, qty = 1, mats = itemCosts, gp = obstacle.gpCost, sc = obstacle.scCost, skill = 'Agility', req = req, type = 'skill'})
end
end


-- Summoning
-- Summoning
for i, recipe in ipairs(SkillData.Summoning.Marks) do
for i, recipe in ipairs(SkillData.Summoning.recipes) do
local recipeGPCost = SkillData.Summoning.RecipeGPCost
local recipeGPCost = SkillData.Summoning.recipeGPCost
local useShards = false
local useShards = false
local recipeItem = nil
local recipeItem = nil
Line 483: Line 487:
-- Item is used in this particular synergy recipe
-- Item is used in this particular synergy recipe
if recipeItem == nil then
if recipeItem == nil then
recipeItem = Items.getItemByID(recipe.itemID)
recipeItem = Items.getItemByID(recipe.productID)
end
end
local nonShardItem = Items.getItemByID(nonShardItemID)
local nonShardItem = Items.getItemByID(nonShardItemID)
Line 489: Line 493:
local nonShardQty = math.max(1, math.floor(recipeGPCost / itemValue))
local nonShardQty = math.max(1, math.floor(recipeGPCost / itemValue))
local recipeCosts = Shared.clone(recipe.itemCosts)
local recipeCosts = Shared.clone(recipe.itemCosts)
local recipeCosts = {}
for k, itemCost in ipairs(recipe.itemCosts) do
table.insert(recipeCosts, {id = itemCost.id, qty = itemCost.quantity})
end
table.insert(recipeCosts, {id = nonShardItemID, qty = nonShardQty})
table.insert(recipeCosts, {id = nonShardItemID, qty = nonShardQty})
table.insert(useArray, {item = {id = recipe.itemID, name = recipeItem.name}, qty = recipe.baseQuantity, mats = recipeCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = 'Summoning', req = recipe.level, xp = recipe.baseXP})
table.insert(useArray, {item = {id = recipeItem.id, name = recipeItem.name}, qty = recipe.baseQuantity, mats = recipeCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = 'Summoning', req = recipe.level, xp = recipe.baseExperience})
end
end
end
end
Line 499: Line 507:
for i, purchase in ipairs(shopUses) do
for i, purchase in ipairs(shopUses) do
local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
local iconType = (purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 0) and 'item' or 'upgrade'
local iconType = (purchase.contains.items ~= nil and not Shared.tableIsEmpty(purchase.contains.items) 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})
local gpCost = Shop.getCurrencyCostString(purchase.cost, 'gp')
local scCost = Shop.getCurrencyCostString(purchase.cost, 'slayerCoins')
local rcCost = Shop.getCurrencyCostString(purchase.cost, 'raidCoins')
table.insert(useArray, {item = {name = Shop._getPurchaseName(purchase)}, qty = 1, mats = purchase.cost.items, skill = 'Shop', req = rowReq, xp = 'N/A', gp = gpCost, sc = scCost, rc = rcCost, type = iconType})
end
end


Line 520: Line 531:


local resultPart = {}
local resultPart = {}
if Shared.tableCount(useArray) > 0 then
if not Shared.tableIsEmpty(useArray) then
local typeTextList = {
local typeTextList = {
["Shop"] = Icons.Icon({'Shop'}),
["Shop"] = Icons.Icon({'Shop'}),
Line 570: Line 581:
end
end
end
end
if row.gp ~= nil and row.gp > 0 then
if row.gp ~= nil then
table.insert(matRow, Icons.GP(row.gp))
local gpText = nil
if type(row.gp) == 'number' and row.gp > 0 then
gpText = Icons.GP(row.gp)
elseif type(row.gp) == 'string' then
gpText = row.gp
end
table.insert(matRow, gpText)
end
end
if row.sc ~= nil and row.sc > 0 then
if row.sc ~= nil then
table.insert(matRow, Icons.SC(row.sc))
local scText = nil
if type(row.sc) == 'number' and row.sc > 0 then
scText = Icons.GP(row.sc)
elseif type(row.sc) == 'string' then
scText = row.sc
end
table.insert(matRow, scText)
end
if row.rc ~= nil then
local rcText = nil
if type(row.rc) == 'number' and row.rc > 0 then
rcText = Icons.GP(row.rc)
elseif type(row.rc) == 'string' then
rcText = row.rc
end
table.insert(matRow, rcText)
end
end
-- Item created
-- Item created
Line 603: Line 635:
table.insert(resultPart, '\r\n===' .. Icons.Icon({'Magic', type='skill', size=30}) .. '===\r\n' .. spellUseTable)
table.insert(resultPart, '\r\n===' .. Icons.Icon({'Magic', type='skill', size=30}) .. '===\r\n' .. spellUseTable)
end
end
if Shared.tableCount(resultPart) == 0 then
if Shared.tableIsEmpty(resultPart) then
return ''
return ''
else
else
Line 621: Line 653:


function p._getSpellUseTable(item)
function p._getSpellUseTable(item)
local spellList = Magic.getSpellsForItem(item.id, true)
local spellList = Magic.getSpellsUsingItem(item.id, true)
--Bail immediately if no spells are found
--Bail immediately if no spells are found
if Shared.tableCount(spellList) == 0 then
if Shared.tableIsEmpty(spellList) then
return ''
return ''
end
end
Line 635: Line 667:
local rowPart = {}
local rowPart = {}
table.insert(rowPart, '\r\n|-\r\n|data-sort-value="'..spell.name..'"|')
table.insert(rowPart, '\r\n|-\r\n|data-sort-value="'..spell.name..'"|')
local iconType = (spell.type == 'Auroras' and 'aurora') or (spell.type == 'Curses' and 'curse') or 'spell'
local iconType = Magic._getSpellIconType(spell)
table.insert(rowPart, Icons.Icon({spell.name, type=iconType, notext=true, size=50}))
table.insert(rowPart, Icons.Icon({spell.name, type=iconType, notext=true, size=50}))
table.insert(rowPart, '||'..Icons.Icon({spell.name, type=iconType, noicon=true}))
table.insert(rowPart, '||'..Icons.Icon({spell.name, type=iconType, noicon=true}))
table.insert(rowPart, '||data-sort-value="'..spell.level..'"|'..Icons._SkillReq('Magic', spell.level))
table.insert(rowPart, '||data-sort-value="'..spell.level..'"|'..Magic._getSpellRequirements(spell))
--Handle required items/dungeon clears
table.insert(rowPart, '||data-sort-value="'..spell.spellbook..'"|')
if spell.requiredItem ~= nil and spell.requiredItem >= 0 then
table.insert(rowPart, Magic.getSpellTypeLink(spell.spellbook))
local reqItem = Items.getItemByID(spell.requiredItem)
table.insert(rowPart, '<br/>'..Icons.Icon({reqItem.name, type='item', notext=true})..' equipped')
end
if spell.requiredDungeonCompletion ~= nil then
local dung = Areas.getAreaByID('dungeon', spell.requiredDungeonCompletion[1])
table.insert(rowPart, '<br/>'..Icons.Icon({dung.name, type='dungeon', notext=true, qty=spell.requiredDungeonCompletion[2]})..' Clears')
end
table.insert(rowPart, '||data-sort-value="'..Magic.getSpellTypeIndex(spell.type)..'"|')
table.insert(rowPart, Magic.getSpellTypeLink(spell.type))
table.insert(rowPart, '||'..Magic._getSpellStat(spell, 'description'))
table.insert(rowPart, '||'..Magic._getSpellStat(spell, 'description'))
table.insert(rowPart, '||style="text-align:center"|')
table.insert(rowPart, '||style="text-align:center"|')

Revision as of 15:51, 22 October 2022

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

local p = {}

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
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 = {},
	Astrology = {'melvorF:Stardust', 'melvorF:Golden_Stardust'},
	Attack = {},
	Combat = {'melvorF:Gold_Emerald_Ring', 'melvorD:Obsidian_Cape', 'melvorF:Throwing_Power_Gloves'},
	Cooking = {'melvorD:Cooking_Gloves', 'melvorD:Crown_of_Rhaelyx'},
	Crafting = {'melvorD:Crown_of_Rhaelyx'},
	Defence = {},
	Farming = {'melvorD:Compost', 'melvorD:Weird_Gloop', 'melvorD:Bobs_Rake'},
	Firemaking = {'melvorD:Crown_of_Rhaelyx'},
	Fishing = {'melvorD:Amulet_of_Fishing', 'melvorD:Message_In_A_Bottle', 'melvorD:Barbarian_Gloves'},
	Fletching = {'melvorD:Crown_of_Rhaelyx'},
	Herblore = {'melvorD:Crown_of_Rhaelyx'},
	Hitpoints = {},
	Magic = {},
	Mining = {'melvorD:Mining_Gloves', 'melvorD:Gem_Gloves'},
	Prayer = {},
	Ranged = {},
	Runecrafting = {'melvorD:Crown_of_Rhaelyx'},
	Slayer = {},
	Smithing = {'melvorD:Smithing_Gloves', 'melvorD:Crown_of_Rhaelyx'},
	Strength = {},
	Summoning = {'melvorD:Crown_of_Rhaelyx'},
	Thieving = {'melvorF:Chapeau_Noir', 'melvorF:Thieving_Gloves', 'melvorF:Gloves_of_Silence'},
	Woodcutting = {},
	}

function p._getItemUses(item, asList, addCategories)
	-- Another fun one. This time getting all the different possible ways an item can be used
	local categoryArray = {}
	local skillUses = {}
	local otherUses = {}
	local otherUseText = {
		["Combat"] = Icons.Icon({'Combat'}),
		["Upgrade"] = '[[Upgrading Items]]',
		["Food"] = '[[Food]]',
		["Chest"] = '[[Chest Drop Tables|Can Be Opened]]',
		["Mastery"] = Icons.Icon({'Mastery'}),
		["AllSkills"] = 'All skills',
		["AltMagic"] = Icons.Icon({'Alt. Magic', type='skill'}),
		["ChargeStone"] = 'Powering ' .. Icons.Icon({'Crown of Rhaelyx', type='item'}),
		["Shop"] = Icons.Icon({'Shop'})
	}

	local addUse = function(useName)
		local skillID = Constants.getSkillID(useName)
		if skillID == nil then
			-- May have been passed a skill ID instead
			local skillName = Constants.getSkillName(useName)
			if skillName ~= nil then
				skillID = useName
				skillUses[skillID] = skillName
			end
		else
			skillUses[skillID] = useName
		end

		if skillID == nil and  not otherUses[useName] then
			otherUses[useName] = true
		end
	end
	local hasUse = function(useName)
		local skillID = Constants.getSkillID(useName) or (Constants.getSkillName(useName) ~= nil and useName)
		if skillID ~= nil then
			return (skillUses[skillID] ~= nil) or false
		else
			return otherUses[useName] or false
		end
	end

	-- Check for any overrides within itemUseArray
	for useName, itemList in pairs(itemUseArray) do
		if Shared.contains(itemList, item.id) then
			addUse(useName)
		end
	end

	-- If the item has any modifiers that affect a given skill, add it to those tables
	-- Added special handling for Mastery Tokens since they were being incorrectly flagged as usable for all skills
	if item.modifiers ~= nil then
		if item.modifiers.masteryToken ~= nil then
			-- Mastery tokens
			addUse('Mastery')
		else
			local globalMods = {
				'increasedChanceToDoubleItemsGlobal',
				'decreasedChanceToDoubleItemsGlobal',
				'increasedGlobalSkillIntervalPercent',
				'decreasedGlobalSkillIntervalPercent',
				'increasedGlobalSkillXP',
				'decreasedGlobalSkillXP'
			}
			for i, globalMod in ipairs(globalMods) do
				if item.modifiers[globalMod] ~= nil then
					addUse('AllSkills')
					break
				end
			end
			if not hasUse('AllSkills') then
				local skillArray = Constants.getModifierSkills(item.modifiers)
				for i, skillName in ipairs(skillArray) do
					addUse(skillName)
				end
			end
		end
	end

	--First things added to the list are non-skill things that are easy to check
	if not hasUse('Combat') and (Items.hasCombatStats(item) or item.specialAttacks ~= nil) then
		addUse('Combat')
	end

	-- Check if the item is an entry requirement for any Slayer area
	if not hasUse('Slayer') and (item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil) then
		local slayerAreas = Areas.getAreas(function(area) return area.type == 'slayerArea' and type(area.entryRequirements) == 'table' end)
		for i, area in ipairs(slayerAreas) do
			for j, req in ipairs(area.entryRequirements) do
				if req.type == "SlayerItem" and req.itemID == item.id then
					addUse('Slayer')
					break
				end
			end
			if hasUse('Slayer') then
				break
			end
		end
	end

	-- Can the item be upgraded, or is it part of an upgrade recipe?
	for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
		if upgrade.upgradedItemID == item.id then
			addUse('Upgrade')
		else
			for j, itemCost in ipairs(upgrade.itemCosts) do
				if itemCost.id == item.id then
					addUse('Upgrade')
					break
				end
			end
		end
		if hasUse('Upgrade') then
			break
		end
	end
	if hasUse('Upgrade') then
		table.insert(categoryArray, '[[Category:Upgradeable Items]]')
	end

	if item.healsFor ~= nil then
		table.insert(categoryArray, '[[Category:Food Items]]')
		addUse('Food')
	end

	if item.dropTable ~= nil then
		table.insert(categoryArray, '[[Category:Openable Items]]')
		addUse('Chest')
	end

	-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
	-- All have somewhat consistent recipe data structures
	local recipeSkillIDs = {
		'melvorD:Cooking',
		'melvorD:Smithing',
		'melvorD:Fletching',
		'melvorD:Crafting',
		'melvorD:Runecrafting',
		'melvorD:Herblore'
	}
	for i, recipeSkillID in ipairs(recipeSkillIDs) do
		if not hasUse(recipeSkillID) then
			local localSkillID = GameData.getLocalID(recipeSkillID)
			-- Iterate over all recipes for the current skill
			for j, recipe in ipairs(SkillData[localSkillID].recipes) do
				for k, itemCost in ipairs(recipe.itemCosts) do
					if itemCost.id == item.id then
						addUse(recipeSkillID)
						break
					end
				end
				-- Some items (such as Arrow shafts) have multiple recipes
				if not hasUse(recipeSkillID) and type(recipe.alternativeCosts) == 'table' then
					for k, altCost in ipairs(recipe.alternativeCosts) do
						for m, itemCost in ipairs(altCost.itemCosts) do
							if itemCost.id == item.id then
								addUse(recipeSkillID)
								break
							end
						end
						if hasUse(recipeSkillID) then
							break
						end
					end
				end
				if hasUse(recipeSkillID) then
					break
				end
			end
		end
	end

	-- Firemaking
	if not hasUse('melvorD:Firemaking') then
		for i, recipe in ipairs(SkillData.Firemaking.logs) do
			if recipe.logID == item.id then
				addUse('melvorD:Firemaking')
				break
			end
		end
	end

	-- Farming
	if not hasUse('melvorD:Farming') then
		for i, recipe in ipairs(SkillData.Farming.recipes) do
			if recipe.seedCost.id == item.id then
				addUse('melvorD:Farming')
				break
			end
		end
	end

	-- Agility
	if not hasUse('melvorD:Agility') and not Shared.tableIsEmpty(Agility.getObstaclesForItem(item.id)) then
		addUse('melvorD:Agility')
	end

	-- Summoning
	if not hasUse('melvorD:Summoning') then
		for i, recipe in ipairs(SkillData.Summoning.recipes) do
			-- Tablets & Non-shard items
			if recipe.productID == item.id or Shared.contains(recipe.nonShardItemCosts, item.id) then
				addUse('melvorD:Summoning')
				break
			else
				-- Shards
				for j, itemCost in ipairs(recipe.itemCosts) do
					if itemCost.id == item.id then
						addUse('melvorD:Summoning')
						break
					end
				end
			end
		end
	end

	-- Prayer
	if item.prayerPoints ~= nil then
		table.insert(categoryArray, '[[Category:Buriable Items]]')
		if not hasUse('melvorD:Prayer') then
			addUse('melvorD:Prayer')
		end
	end

	-- Magic
	if not (hasUse('Magic') and hasUse('AltMagic')) then
		-- First check if the item its self is used in any spells
		local spellList = Magic.getSpellsUsingItem(item.id, true)
		for i, spell in ipairs(spellList) do
			local useKey = (spell.type == 'altMagic' and 'AltMagic' or 'Magic')
			if not hasUse(useKey) then
				addUse(useKey)
			end
		end
		-- Check if the item provides runes, if it does check where they are used also
		if item.providedRunes ~= nil then
			for i, rune in ipairs(item.providedRunes) do
				if hasUse('Magic') and hasUse('AltMagic') then
					break
				else
					local spellList = Magic.getSpellsUsingItem(rune.id, false)
					for j, spell in ipairs(spellList) do
						local useKey = (spell.type == 'altMagic' and 'AltMagic' or 'Magic')
						if not hasUse(useKey) then
							addUse(useKey)
						end
					end
				end
			end
		end
	end

	-- Other odds and ends:

	-- Skillcapes are tied to the appropriate skill
	-- Except Maximum Skillcape, which is tied to all skills. (And so is the Signet Ring)
	-- And combat skillcapes, since combat skills don't get special treatment
	if item.tier == 'Skillcape' then
		local ignoreCapes = {
			'melvorD:Attack_Skillcape',
			'melvorD:Strength_Skillcape',
			'melvorD:Defence_Skillcape',
			'melvorD:Hitpoints_Skillcape',
			'melvorF:Ranged_Skillcape',
			'melvorTotH:Superior_Attack_Skillcape',
			'melvorTotH:Superior_Strength_Skillcape',
			'melvorTotH:Superior_Defence_Skillcape',
			'melvorTotH:Superior_Hitpoints_Skillcape',
			'melvorTotH:Superior_Ranged_Skillcape',
		}
		local allCapes = {
			'melvorF:Max_Skillcape',
			'melvorF:Cape_of_Completion',
			'melvorTotH:Superior_Max_Skillcape',
			'melvorTotH:Superior_Cape_Of_Completion'
		}
		if Shared.contains(allCapes, item.id) then
			addUse('AllSkills')
		elseif Shared.contains({'melvorF:Magic_Skillcape', 'melvorTotH:Superior_Magic_Skillcape'}, item.id) then
			addUse('melvorD:Magic')
			addUse('AltMagic')
		elseif not Shared.contains(ignoreCapes, item.id) then
			local splitName = Shared.splitString(item.name, ' ')
			local skillName = (splitName[1] == 'Superior' and splitName[2]) or splitName[1]
			addUse(skillName)
		end
		table.insert(categoryArray, '[[Category:Skillcapes]]')
	end

	--Special note for Charge Stone of Rhaelyx
	if item.id == 'melvorD:Charge_Stone_of_Rhaelyx' then
		addUse('ChargeStone')
	end

	--Some items are needed to make shop purchases
	local shopArray = Shop.getItemCostArray(item.id)
	if not Shared.tableIsEmpty(shopArray) then
		addUse('Shop')
	end

	-- Generate result text
	local useArray = {}
	local prefix, delim = asList and '* ' or '', asList and '\r\n' or '<br/>'
	for skillID, skillName in Shared.spairs(skillUses, function(t, a, b) return t[a] < t[b] end) do
		table.insert(useArray, prefix .. Icons.Icon({skillName, type='skill'}))
	end
	for use, _ in Shared.skpairs(otherUses) do
		table.insert(useArray, prefix .. (otherUseText[use] or use))
	end

	return table.concat(useArray, delim) .. (addCategories and table.concat(categoryArray, '') or '')
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 = {}

	-- Loop through all upgrades to find anything that can be upgraded using our source
	for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
		for j, itemCost in ipairs(upgrade.itemCosts) do
			if itemCost.id == item.id then
				local rowReq = nil
				-- Potions do have upgrade requirements though
				local upgradeItem = Items.GetItemByID(upgrade.upgradedItemID)
				if upgradeItem ~= nil and upgradeItem.charges ~= nil and upgradeItem.tier ~= nil then
					local levelUnlock = GameData.getEntityByProperty(SkillData.Herblore.masteryLevelUnlocks, 'descriptionID', upgradeItem.tier + 1)
					if levelUnlock ~= nil then
						rowReq = Icons._MasteryReq(upgradeItem.name, levelUnlock.level)
					end
				end
				table.insert(useArray, {item = {id = upgradeItem.id, name = upgradeItem.name}, qty = 1, mats = upgrade.itemCosts, skill = 'Upgrade', req = rowReq, xp = 'N/A', gp = upgrade.gpCost, sc = upgrade.scCost})
			end
		end
	end

	-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
	-- All have somewhat consistent recipe data structures
	local recipeSkillIDs = {
		'melvorD:Cooking',
		'melvorD:Smithing',
		'melvorD:Fletching',
		'melvorD:Crafting',
		'melvorD:Runecrafting',
		'melvorD:Herblore'
	}
	for i, recipeSkillID in ipairs(recipeSkillIDs) do
		local skillName = Constants.getSkillName(recipeSkillID)
		local localSkillID = GameData.getLocalID(recipeSkillID)
		-- Iterate over all recipes for the current skill
		for j, recipe in ipairs(SkillData[localSkillID].recipes) do
			local costLists = {recipe.alternativeCosts or {}, {{["itemCosts"] = recipe.itemCosts}}}
			for k, costList in pairs(costLists) do
				for m, costDef in pairs(costList) do
					for n, itemCost in ipairs(costDef.itemCosts) do
						if itemCost.id == item.id then
							local recipeItemIDs = nil
							if recipeSkillID == 'melvorD:Herblore' then
								recipeItemIDs = recipe.potionIDs
							elseif recipeSkillID == 'melvorD:Cooking' then
								recipeItemIDs = {recipe.productID, recipe.perfectCookID}
							else
								recipeItemIDs = {recipe.productID}
							end
							for o, recipeItemID in ipairs(recipeItemIDs) do
								local recipeItem = Items.getItemByID(recipeItemID)
								if recipeItem ~= nil then
									local itemDef = {id = recipe.itemID, name = recipeItem.name}
									local qty = (recipe.baseQuantity or 1) * (costDef.quantityMultiplier or 1)
									local rowReq = recipe.level
									local reqVal = nil
									if recipeSkillID == 'melvorD:Herblore' then
										-- Herblore may also have a mastery requirement
										local levelUnlock = GameData.getEntityByProperty(SkillData.Herblore.masteryLevelUnlocks, 'descriptionID', recipeItem.tier + 1)
										if levelUnlock ~= nil and levelUnlock.level > 1 then
											local masteryReq = Icons._MasteryReq(recipeItem.name, levelUnlock.level)
											reqVal = rowReq + levelUnlock.level * 0.01
											rowReq = Icons._SkillReq(skillName, rowReq) .. '<br/>' .. masteryReq
										end
									end
									table.insert(useArray, {item = itemDef, qty = qty, mats = costDef.itemCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = skillName, reqVal = reqVal, req = rowReq, xp = recipe.baseExperience})
								end
							end
							break
						end
					end
				end
			end
		end
	end

	-- Farming
	for i, recipe in ipairs(SkillData.Farming.recipes) do
		if recipe.seedCost.id == item.id then
			local product = Items.getItemByID(recipe.productID)
			local mat = {{id = recipe.seedCost.id, qty = recipe.seedCost.quantity}}
			local xp = recipe.baseExperience
			local rowReq = recipe.level
			local category = GameData.getEntityByID(SkillData.Farming.categories, recipe.categoryID)
			local qty = 5 * category.harvestMultiplier
			table.insert(useArray, {item = {id = product.id, name = product.name}, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
		end
	end

	-- Agility
	local obstacles = Agility.getObstaclesForItem(item.id)
	for i, obstacle in ipairs(obstacles) do
		local itemCosts = {}
		for j, itemDef in ipairs(obstacle.itemCosts) do
			table.insert(itemCosts, {id = itemDef.id, qty = itemDef.quantity})
		end
		local req = Agility._getObstacleRequirements(obstacle)
		--local objType = (obstacle.category == nil and 'Pillar') or 'Obstacle'
		table.insert(useArray, {item = {id = obstacle.id, name = obstacle.name}, qty = 1, mats = itemCosts, gp = obstacle.gpCost, sc = obstacle.scCost, skill = 'Agility', req = req, type = 'skill'})
	end

	-- Summoning
	for i, recipe in ipairs(SkillData.Summoning.recipes) do
		local recipeGPCost = SkillData.Summoning.recipeGPCost
		local useShards = false
		local recipeItem = nil
		for j, itemCost in ipairs(recipe.itemCosts) do
			if itemCost.id == item.id then
				useShards = true
				break
			end
		end
		-- Non-shard items
		for j, nonShardItemID in ipairs(recipe.nonShardItemCosts) do
			if useShards or nonShardItemID == item.id then
				-- Item is used in this particular synergy recipe
				if recipeItem == nil then
					recipeItem = Items.getItemByID(recipe.productID)
				end
				local nonShardItem = Items.getItemByID(nonShardItemID)
				local itemValue = math.max(nonShardItem.sellsFor, 20)
				local nonShardQty = math.max(1, math.floor(recipeGPCost / itemValue))
				local recipeCosts = Shared.clone(recipe.itemCosts)
				local recipeCosts = {}
				for k, itemCost in ipairs(recipe.itemCosts) do
					table.insert(recipeCosts, {id = itemCost.id, qty = itemCost.quantity})
				end
				table.insert(recipeCosts, {id = nonShardItemID, qty = nonShardQty})
				table.insert(useArray, {item = {id = recipeItem.id, name = recipeItem.name}, qty = recipe.baseQuantity, mats = recipeCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = 'Summoning', req = recipe.level, xp = recipe.baseExperience})
			end
		end
	end

	--Handle shop purchases using Module:Shop
	local shopUses = Shop.getItemCostArray(item.id)
	for i, purchase in ipairs(shopUses) do
		local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
		local iconType = (purchase.contains.items ~= nil and not Shared.tableIsEmpty(purchase.contains.items) and 'item') or 'upgrade'
		local gpCost = Shop.getCurrencyCostString(purchase.cost, 'gp')
		local scCost = Shop.getCurrencyCostString(purchase.cost, 'slayerCoins')
		local rcCost = Shop.getCurrencyCostString(purchase.cost, 'raidCoins')
		table.insert(useArray, {item = {name = Shop._getPurchaseName(purchase)}, qty = 1, mats = purchase.cost.items, skill = 'Shop', req = rowReq, xp = 'N/A', gp = gpCost, sc = scCost, rc = rcCost, 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 resultPart = {}
	if not Shared.tableIsEmpty(useArray) then
		local typeTextList = {
			["Shop"] = Icons.Icon({'Shop'}),
			["Upgrade"] = '[[Upgrading Items|Upgrade]]'
		}

		-- Header
		table.insert(resultPart, '{| class="wikitable stickyHeader sortable"')
		table.insert(resultPart, '\r\n|- class="headerRow-0"')
		table.insert(resultPart, '\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients')

		-- Rows
		for i, row in ipairs(useArray) do
			local qty = row.qty ~= nil and row.qty or 1
			local iconType = row.type ~= nil and row.type or 'item'
			local iconName = row.item.name
			if row.skill == 'Agility' then
				iconName = 'Agility'
			end
			local typeName = row.skill ~= nil and row.skill or ''
			local typeText = typeTextList[typeName] or Icons.Icon({typeName, type='skill'}) or ''
			local reqVal, reqText = row.reqVal, 'None'
			if type(row.req) == 'number' then
				reqVal = row.req
				reqText = Icons._SkillReq(typeName, row.req)
			elseif type(row.req) == 'string' then
				reqText = row.req
			end
			local xpVal, xpText = 0, 'N/A'
			if type(row.xp) == 'string' then
				xpText = row.xp
			elseif type(row.xp) == 'number' then
				xpVal = row.xp
				xpText = Shared.formatnum(row.xp) .. ' ' .. Icons.Icon({typeName, type='skill', notext=true}) .. ' XP'
			end
			local matRow = {}
			if type(row.mats) == 'table' then
				for j, itemCost in ipairs(row.mats) do
					local matItemID = itemCost.id or itemCost[1] or -1
					local matItem = Items.getItemByID(matItemID)
					local matQty = itemCost.qty or itemCost[2] or 1
					if matItem == nil then
						table.insert(matRow, 'ERROR: Failed to find item with ID ' .. itemCost.id .. '[[Category:Pages with script errors]]')
					elseif type(matQty) == 'number' then
						table.insert(matRow, Icons.Icon({matItem.name, type='item', qty=matQty}))
					else
						table.insert(matRow, Icons.Icon({matItem.name, type='item'}))
					end
				end
			end
			if row.gp ~= nil then
				local gpText = nil
				if type(row.gp) == 'number' and row.gp > 0 then
					gpText = Icons.GP(row.gp)
				elseif type(row.gp) == 'string' then
					gpText = row.gp
				end
				table.insert(matRow, gpText)
			end
			if row.sc ~= nil then
				local scText = nil
				if type(row.sc) == 'number' and row.sc > 0 then
					scText = Icons.GP(row.sc)
				elseif type(row.sc) == 'string' then
					scText = row.sc
				end
				table.insert(matRow, scText)
			end
			if row.rc ~= nil then
				local rcText = nil
				if type(row.rc) == 'number' and row.rc > 0 then
					rcText = Icons.GP(row.rc)
				elseif type(row.rc) == 'string' then
					rcText = row.rc
				end
				table.insert(matRow, rcText)
			end
			-- Item created
			table.insert(resultPart, '\r\n|-\r\n|data-sort-value="' .. row.item.name .. '"| ')
			table.insert(resultPart, Icons.Icon({iconName, row.item.name, type=iconType, notext=true, size=50}))
			table.insert(resultPart, '\r\n| ')
			if qty > 1 then
				table.insert(resultPart, "'''" .. Shared.formatnum(qty) .. "x''' ")
			end
			table.insert(resultPart, Icons.Icon({iconName, row.item.name, type=iconType, noicon=true}))
			-- Type
			table.insert(resultPart, '\r\n|data-sort-value="' .. typeName .. '"| ' .. typeText)
			-- Requirements
			table.insert(resultPart, '\r\n|style="text-align:right;"')
			if row.reqVal ~= nil then
				table.insert(resultPart, ' data-sort-value="' .. reqVal .. '"')
			end
			table.insert(resultPart, '| ' .. reqText)
			-- XP
			table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. xpVal .. '"| ' .. xpText)
			-- Ingredients
			table.insert(resultPart, '\r\n| ' .. table.concat(matRow, '<br/>'))
		end
		table.insert(resultPart, '\r\n|}')
	end
	local spellUseTable = p._getSpellUseTable(item)
	if spellUseTable ~= nil and spellUseTable ~= '' then
		table.insert(resultPart, '\r\n===' .. Icons.Icon({'Magic', type='skill', size=30}) .. '===\r\n' .. spellUseTable)
	end
	if Shared.tableIsEmpty(resultPart) then
		return ''
	else
		return '==Uses==\r\n' .. table.concat(resultPart)
	end
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.getSpellsUsingItem(item.id, true)
	--Bail immediately if no spells are found
	if Shared.tableIsEmpty(spellList) then
		return ''
	end

	local resultPart = {}
	table.insert(resultPart, '{|class="wikitable sortable"\r\n!colspan="2"|Spell')
	table.insert(resultPart, '!!Requirements')
	table.insert(resultPart, '!!Type!!style="width:275px"|Description')
	table.insert(resultPart, '!!Runes')
	for i, spell in pairs(spellList) do
		local rowPart = {}
		table.insert(rowPart, '\r\n|-\r\n|data-sort-value="'..spell.name..'"|')
		local iconType = Magic._getSpellIconType(spell)
		table.insert(rowPart, Icons.Icon({spell.name, type=iconType, notext=true, size=50}))
		table.insert(rowPart, '||'..Icons.Icon({spell.name, type=iconType, noicon=true}))
		table.insert(rowPart, '||data-sort-value="'..spell.level..'"|'..Magic._getSpellRequirements(spell))
		table.insert(rowPart, '||data-sort-value="'..spell.spellbook..'"|')
		table.insert(rowPart, Magic.getSpellTypeLink(spell.spellbook))
		table.insert(rowPart, '||'..Magic._getSpellStat(spell, 'description'))
		table.insert(rowPart, '||style="text-align:center"|')
		table.insert(rowPart, Magic._getSpellRunes(spell))
		table.insert(resultPart, table.concat(rowPart))
	end
	 --Add the table end and add the table to the result string
	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
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

--[==[
-- Uncomment this block and execute 'p.test()' within the debug console
-- to test after making changes
function p.test()
	local checkItems = {
		'Gold Bar',
		'Raw Shrimp',
		'Coal Ore',
		'Rune Platebody',
		'Arrow Shafts',
		'Garum Seeds',
		'Rune Essence',
		'Runite Bar',
		'Water Rune',
		'Steam Rune',
		'Controlled Heat Potion II',
		'Wolf',
		'Cyclops',
		'Leprechaun',
		'Redwood Logs',
		'Carrot Cake',
		'Carrot Cake (Perfect)',
		'Mantalyme Herb',
		'Carrot',
		'Topaz',
		'Rune Essence',
		'Infernal Claw',
		'Chapeau Noir',
		'Stardust',
		'Rope',
		'Ancient Ring of Mastery',
		'Mysterious Stone',
		'Mastery Token (Cooking)',
		'Gem Gloves',
		'Basic Bag'
	}
	local checkFuncs = {
		p.getItemUses,
		p.getItemUseTable
	}
	local errCount = 0
	for i, item in ipairs(checkItems) do
		local param = {args={item}}
		mw.log('=' .. item .. '=')
		for j, func in ipairs(checkFuncs) do
			local callSuccess, retVal = pcall(func, param)
			if not callSuccess then
				errCount = errCount + 1
				mw.log('Error with item "' .. item .. '": ' .. retVal)
			else
				mw.log(retVal)
			end
		end
	end
	if errCount == 0 then
		mw.log('Test successful')
	else
		mw.log('Test failed with ' .. errCount .. ' failures')
	end
end
--]==]

return p