Module:Items/UseTables: Difference between revisions

From Melvor Idle
(Fixed indenting)
(_getItemUseTable: Amend links for Agility uses to link to specific obstacle/pillar)
 
(25 intermediate revisions by 4 users not shown)
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local p = {}
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 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 13: Line 11:
local Agility = require('Module:Skills/Agility')
local Agility = require('Module:Skills/Agility')
local Shop = require('Module:Shop')
local Shop = require('Module:Shop')


--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'},
Cartography = {'melvorD:Crown_of_Rhaelyx'},
Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
Combat = {'melvorF:Gold_Emerald_Ring', 'melvorD:Obsidian_Cape', 'melvorF:Throwing_Power_Gloves'},
Crafting = {'Crown of Rhaelyx'},
Cooking = {'melvorD:Cooking_Gloves', 'melvorD: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'},
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'},
Township = {},
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)
local useArray = {}
-- Another fun one. This time getting all the different possible ways an item can be used
local categoryArray = {}
local categoryArray = {}
local chr = asList and '* ' or ''
local skillUses = {}
--Another fun one. This time getting all the different possible ways an item can be used
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'}),
["TownshipTask"] = Icons.Icon({'Tasks', type='township'})
}


--Before anything else, if this is a potion add it to the appropriate override section
local addUse = function(useName)
if item.masteryID ~= nil and item.masteryID[1] == 19 then
local skillID = Constants.getSkillID(useName)
if potionUseArray[item.masteryID[2]] ~= nil then
if skillID == nil then
table.insert(itemUseArray[potionUseArray[item.masteryID[2]]], item.name)
-- May have been passed a skill ID instead
local skillName = Constants.getSkillName(useName)
if skillName ~= nil then
skillID = useName
skillUses[skillID] = skillName
end
else
else
table.insert(itemUseArray["Combat"], item.name)
skillUses[skillID] = useName
end
 
if skillID == nil and  not otherUses[useName] then
otherUses[useName] = true
end
end
end
end
 
local hasUse = function(useName)
--If the item has any modifiers that affect a given skill, add it to those lists
local skillID = Constants.getSkillID(useName) or (Constants.getSkillName(useName) ~= nil and useName)
--Added an exception for Mastery Tokens since they were being incorrectly flagged as usable for all skills
if skillID ~= nil then
if item.modifiers ~= nil and (item.isToken == nil or not item.isToken) then
return (skillUses[skillID] ~= nil) or false
local skillArray = Constants.getModifierSkills(item.modifiers)
else
for i, skillName in Shared.skpairs(skillArray) do
return otherUses[useName] or false
table.insert(itemUseArray[skillName], item.name)
end
end
end
end


--First things added to the list are non-skill things that are easy to check
-- Check for any overrides within itemUseArray
if Items.hasCombatStats(item) or item.specialAttacks ~= nil or Shared.contains(itemUseArray.Combat, item.name) then
for useName, itemList in pairs(itemUseArray) do
table.insert(useArray, chr..Icons.Icon({'Combat'}))
if Shared.contains(itemList, item.id) then
addUse(useName)
end
end
end


if item.healsFor ~= nil then
-- If the item has any modifiers that affect a given skill, add it to those tables
table.insert(categoryArray, '[[Category:Food Items]]')
-- Added special handling for Mastery Tokens since they were being incorrectly flagged as usable for all skills
table.insert(useArray, chr..'[[Food]]')
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
end


if item.dropTable ~= nil then
--First things added to the list are non-skill things that are easy to check
table.insert(categoryArray, '[[Category:Openable Items]]')
if not hasUse('Combat') and (Items.hasCombatStats(item) or item.specialAttacks ~= nil) then
table.insert(useArray, chr..'[[Chest Drop Tables|Can Be Opened]]')
addUse('Combat')
end
end


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


--Next, upgrading, crafting, herblore, fletching, and runecrafting since we have to sift through other items for these
-- Is the item a cost in an upgrade?
local canUpgrade = false
for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
local canCraft = false
for j, itemCost in ipairs(upgrade.itemCosts) do
local canFletch = false
if itemCost.id == item.id then
local canRunecraft = false
addUse('Upgrade')
local canHerblore = false
table.insert(categoryArray, '[[Category:Upgradeable Items]]')
local canAgile = false
break
local canSummon = false
end
local canCook = false
end
if hasUse('Upgrade') then
break
end
end


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


for i, item2 in pairs(ItemData.Items) do
if item.dropTable ~= nil then
if item2.itemsRequired ~= nil then
table.insert(categoryArray, '[[Category:Openable Items]]')
for j, req in pairs(item2.itemsRequired) do
addUse('Chest')
if req[1] == item.id then
end
canUpgrade = true
break
end
end
end


if item2.craftReq ~= nil then
-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
for j, req in pairs(item2.craftReq) do
-- All have somewhat consistent recipe data structures
if req.id == item.id then
local recipeSkillIDs = {
canCraft = true
'melvorD:Cooking',
break
'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
end
end
-- Some items (such as Arrow shafts) have multiple recipes
end
if not hasUse(recipeSkillID) and type(recipe.alternativeCosts) == 'table' then
if item2.fletchReq ~= nil then
for k, altCost in ipairs(recipe.alternativeCosts) do
for j, req in pairs(item2.fletchReq) do
for m, itemCost in ipairs(altCost.itemCosts) do
if req.id == item.id then
if itemCost.id == item.id then
canFletch = true
addUse(recipeSkillID)
break
break
end
end
if hasUse(recipeSkillID) then
break
end
end
end
end
end
if hasUse(recipeSkillID) then
end
if item2.runecraftReq ~= nil then
for j, req in pairs(item2.runecraftReq) do
if req.id == item.id then
canRunecraft = true
break
break
end
end
end
end
end
end
end


if item2.herbloreReq ~= nil then
-- Firemaking
for j, req in pairs(item2.herbloreReq) do
if not hasUse('melvorD:Firemaking') then
if req.id == item.id then
for i, recipe in ipairs(SkillData.Firemaking.logs) do
canHerblore = true
if recipe.logID == item.id then
break
addUse('melvorD:Firemaking')
end
break
end
end
end
end
end


if item2.summoningReq ~= nil then
-- Farming
for j, reqSet in pairs(item2.summoningReq) do
if not hasUse('melvorD:Farming') then
for k, req in pairs(reqSet) do
for i, recipe in ipairs(SkillData.Farming.recipes) do
if req.id == item.id then
if recipe.seedCost.id == item.id then
canSummon = true
addUse('melvorD:Farming')
break
break
end
end
end
end
end
end
end
--Handling for new Cooking method
 
if item2.recipeRequirements ~= nil and item2.recipeRequirements[1] ~= nil then
-- Agility
for j, reqSet in pairs(item2.recipeRequirements) do
if not hasUse('melvorD:Agility') and not Shared.tableIsEmpty(Agility.getObstaclesForItem(item.id)) then
for k, req in pairs(reqSet) do
addUse('melvorD:Agility')
if req.id == item.id then
end
canCook = true
 
-- 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
break
end
end
Line 213: Line 254:
end
end


--Check if Agility applies here
-- Prayer
canAgile = Shared.tableCount(Agility.getObstaclesForItem(item.id)) > 0
if item.prayerPoints ~= nil then
 
table.insert(categoryArray, '[[Category:Buriable Items]]')
--Agility
if not hasUse('melvorD:Prayer') then
if canAgile or Shared.contains(itemUseArray.Agility, item.name) then
addUse('melvorD:Prayer')
table.insert(useArray, chr..Icons.Icon({'Agility', type='skill'}))
end
end
--Astrology
if Shared.contains(itemUseArray.Astrology, item.name) then
table.insert(useArray, chr..Icons.Icon({'Astrology', type='skill'}))
end
--Cooking
if canCook 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 item.firemakingID ~= 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) and not Shared.contains(itemUseArray.Combat, 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 isSlayerAreaReq 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
--Summoning
if canSummon or (item.type == 'Shard' and item.category == 'Summoning') or item.type == 'Familiar' or Shared.contains(itemUseArray.Summoning, item.name) then
table.insert(useArray, chr..Icons.Icon({'Summoning', 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
end


--Other odds and ends:
-- Magic
 
if not (hasUse('Magic') and hasUse('AltMagic')) then
--Mastery Tokens are tied to 'Mastery'
-- First check if the item its self is used in any spells
if item.isToken and item.skill ~= nil then
local spellList = Magic.getSpellsUsingItem(item.id, true)
table.insert(useArray, chr..Icons.Icon({'Mastery'}))
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
end


--Skillcapes are tied to the appropriate skill
-- Other odds and ends:
--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


local ignoreCapes = {'Ranged Skillcape', 'Attack Skillcape', 'Strength Skillcape', 'HP Skillcape', 'Defence Skillcape'}
-- Skillcapes are tied to the appropriate skill
if Shared.contains({'Maximum Skillcape', 'Aorpheat's Signet Ring', 'Cape of Completion'}, item.name) then
-- Except Maximum Skillcape, which is tied to all skills. (And so is the Signet Ring)
table.insert(useArray, chr..'All skills')
-- And combat skillcapes, since combat skills don't get special treatment
elseif item.name == 'Magic Skillcape' then
if item.tier == 'Skillcape' then
table.insert(useArray, chr..Icons.Icon({'Magic', type='skill'}))
local ignoreCapes = {
table.insert(useArray, chr..Icons.Icon({'Alt. Magic', type='skill'}))
'melvorD:Attack_Skillcape',
elseif Shared.contains(item.name, 'Skillcape') and not Shared.contains(ignoreCapes, item.name) then
'melvorD:Strength_Skillcape',
local skillName = Shared.splitString(item.name, ' ')[1]
'melvorD:Defence_Skillcape',
--Avoiding double-listing the same skill twice
'melvorD:Hitpoints_Skillcape',
if not Shared.contains(itemUseArray[skillName], item.name) then
'melvorF:Ranged_Skillcape',
table.insert(useArray, chr..Icons.Icon({skillName, type='skill'}))
'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
end
table.insert(categoryArray, '[[Category:Skillcapes]]')
end
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
--Special note for Charge Stone of Rhaelyx
if item.name == 'Charge Stone of Rhaelyx' then
if item.id == 'melvorD:Charge_Stone_of_Rhaelyx' then
table.insert(useArray, chr..'Powering '..Icons.Icon({'Crown of Rhaelyx', type='item'}))
addUse('ChargeStone')
end
end


--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
table.insert(useArray, chr..Icons.Icon({'Shop'}))
addUse('Shop')
end
end


if canUpgrade then
-- Township Tasks
if item.canUpgrade or (item.type == 'Armour' and item.canUpgrade == nil) then
for _, task in ipairs(SkillData.Township.tasks) do
table.insert(categoryArray, '[[Category:Upgradeable Items]]')
if task.goals.items[1] ~= nil then -- Skip tasks with no items
if GameData.getEntityByID(task.goals.items, item.id) then
addUse('TownshipTask')
break
end
end
end
table.insert(useArray, chr..'[[Upgrading Items]]')
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
end


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


Line 347: Line 371:
end
end
if item == nil then
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
end


Line 355: Line 379:
function p._getItemUseTable(item)
function p._getItemUseTable(item)
local useArray = {}
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
-- Loop through all upgrades to find anything that can be upgraded using our source
for i, item2 in pairs(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 = 'None'
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, potTierMastery[item2.potionTier])
rowReq = Icons._MasteryReq(upgradeItem.name, levelUnlock.level)
end
end
table.insert(useArray, {item = item2, 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
if item2.craftReq ~= nil then
end
for j, req in pairs(item2.craftReq) do
 
if req.id == item.id then
-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
local mat = item2.craftReq
-- All have somewhat consistent recipe data structures
local xp = item2.craftingXP
local recipeSkillIDs = {
local rowReq = item2.craftingLevel
'melvorD:Cooking',
local qty = item2.craftQty
'melvorD:Smithing',
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Crafting', req = rowReq, xp = xp, gp = item2.craftGPCost})
'melvorD:Fletching',
break
'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
end
end
if item2.fletchReq ~= nil then
end
for j, req in pairs(item2.fletchReq) do
 
if req.id == item.id then
-- Farming
local xp = item2.fletchingXP
for i, recipe in ipairs(SkillData.Farming.recipes) do
local rowReq = item2.fletchingLevel
if recipe.seedCost.id == item.id then
--Arrow Shafts are special and have to be treated specially
local product = Items.getItemByID(recipe.productId)
local qty = item2.fletchQty
local mat = {{id = recipe.seedCost.id, quantity = recipe.seedCost.quantity}}
local mat = item2.fletchReq
local rowReq = recipe.level
if item2.name == 'Arrow Shafts' then
local category = GameData.getEntityByID(SkillData.Farming.categories, recipe.categoryID)
mat = {{id = item.id, qty = 1}}
local qty = 5 * category.harvestMultiplier
qty = qty + (qty * item.id)
local xp = recipe.baseExperience
end
table.insert(useArray, {item = {id = product.id, name = product.name}, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Fletching', req = rowReq, xp = xp})
break
end
end
end
end
if item2.smithReq ~= nil then
end
for j, req in pairs(item2.smithReq) do
 
if req.id == item.id then
-- Agility
local mat = item2.smithReq
local obstacles = Agility.getObstaclesForItem(item.id)
local xp = item2.smithingXP
for i, obstacle in ipairs(obstacles) do
local rowReq = item2.smithingLevel
local itemCosts = {}
local qty = item2.smithingQty
for j, itemDef in ipairs(obstacle.itemCosts) do
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Smithing', req = rowReq, xp = xp})
table.insert(itemCosts, {id = itemDef.id, quantity = itemDef.quantity})
break
end
end
end
end
--Handling for new Cooking method
local req = Agility._getObstacleRequirements(obstacle)
if item2.recipeRequirements ~= nil then
--local objType = (obstacle.category == nil and 'Pillar') or 'Obstacle'
for j, reqSet in pairs(item2.recipeRequirements) do
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'})
for k, req in pairs(reqSet) do
end
if req.id == item.id then
 
local mat = reqSet
-- Summoning
local xp = item2.cookingXP
for i, recipe in ipairs(SkillData.Summoning.recipes) do
local rowReq = item2.cookingLevel
local recipeGPCost = SkillData.Summoning.recipeGPCost
local qty = item2.cookingQty
local useShards = false
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
local recipeItem = nil
for j, itemCost in ipairs(recipe.itemCosts) do
if item2.perfectItem ~= nil then
if itemCost.id == item.id then
local perfectItem = Items.getItemByID(item2.perfectItem)
useShards = true
table.insert(useArray, {item = perfectItem, qty = qty, mats = mat, skill = 'Cooking', req = rowReq, xp = xp})
break
end
end
end
end
end
end
end
if item2.runecraftReq ~= nil then
-- Non-shard items
for j, req in pairs(item2.runecraftReq) do
-- Familiar recipes may also have a currency cost without any non-shard
if req.id == item.id then
-- items, so account for this with a dummy ID such that one iteration
local mat = item2.runecraftReq
-- of the below loop always occurs
local xp = item2.runecraftingXP
local nonShardItemIDs = (Shared.tableIsEmpty(recipe.nonShardItemCosts) and {''} or recipe.nonShardItemCosts)
local rowReq = item2.runecraftingLevel
for j, nonShardItemID in ipairs(nonShardItemIDs) do
local qty = item2.runecraftQty
if useShards or nonShardItemID == item.id then
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Runecrafting', req = rowReq, xp = xp})
-- Item is used in this particular synergy recipe
break
if recipeItem == nil then
recipeItem = Items.getItemByID(recipe.productID)
end
end
end
local nonShardItem = Items.getItemByID(nonShardItemID)
end
local recipeCosts = Shared.clone(recipe.itemCosts)
if item2.herbloreReq ~= nil then
local recipeCosts = {}
for j, req in pairs(item2.herbloreReq) do
for k, itemCost in ipairs(recipe.itemCosts) do
if req.id == item.id then
table.insert(recipeCosts, {id = itemCost.id, quantity = itemCost.quantity})
local potionData = SkillData.Herblore.ItemData[item2.masteryID[2] + 1]
local mat = item2.herbloreReq
local xp = potionData.herbloreXP
--Potions do have upgrade requirements though
local rowReq = Icons._SkillReq('Herblore', potionData.level)
local masteryLvl = potTierMastery[item2.potionTier]
if masteryLvl > 0 then
rowReq = rowReq..'<br/>'..Icons._MasteryReq(item2.name, masteryLvl)
end
local reqVal = potionData.level + (masteryLvl * 0.01)
table.insert(useArray, {item = item2, qty = 1, mats = mat, skill = 'Herblore', reqVal = reqVal, req = rowReq, xp = xp})
break
end
end
end
if nonShardItem ~= nil then
end
-- Item ID can be nil for recipes such as Leprechaun or Cyclops
 
local itemValue = math.max(nonShardItem.sellsFor, 20)
if item2.summoningReq ~= nil then
local nonShardQty = math.max(1, math.floor(recipeGPCost / itemValue))
for j, reqSet in pairs(item2.summoningReq) do
table.insert(recipeCosts, {id = nonShardItemID, quantity = nonShardQty})
for k, req in pairs(reqSet) do
if req.id == item.id then
local mat = Shared.clone(reqSet)
mat[k].qty = math.max(math.floor(1000 / math.max(item.sellsFor, 20)), 1)
local xp = 5 + 2 * math.floor(item2.summoningLevel * 0.2)
local rowReq = item2.summoningLevel
table.insert(useArray, {item = item2, qty = 25, mats = mat, skill = 'Summoning', req = rowReq, xp = xp})
end
end
end
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
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 = (item.tier ~= nil and item.tier == 'Tree' and 35 or 15)
table.insert(useArray, {item = item2, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
end
end


--Handle shop purchases using Module:Shop
--Handle shop purchases using Module:Shop
local shopUses = Shop.getItemCostArray(item.id)
local shopUses = Shop.getItemCostArray(item.id)
for i, purchase in Shared.skpairs(shopUses) do
for i, shopUse in ipairs(shopUses) do
local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
local purchase = shopUse.purchase
local iconType = (purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 0) and 'item' or 'upgrade'
local rowReq = Shop.getRequirementString(purchase.purchaseRequirements)
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 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
end


--Finally build the table using what we've learned
--Finally build the table using what we've learned
table.sort(useArray, function(a, b)
table.sort(useArray, function(a, b)
          local aReqVal = a.reqVal ~= nil and a.reqVal or a.req
local aReqVal = a.reqVal ~= nil and a.reqVal or a.req
          local bReqVal = b.reqVal ~= nil and b.reqVal or b.req
local bReqVal = b.reqVal ~= nil and b.reqVal or b.req
          if a.skill ~= b.skill then
if a.skill ~= b.skill then
            return a.skill < b.skill
return a.skill < b.skill
          elseif type(aReqVal) ~= type(bReqVal) then
elseif type(aReqVal) ~= type(bReqVal) then
            return tostring(aReqVal) < tostring(bReqVal)
return tostring(aReqVal) < tostring(bReqVal)
          elseif aReqVal ~= bReqVal then
elseif aReqVal ~= bReqVal then
            return aReqVal < bReqVal
return aReqVal < bReqVal
          else
else
            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 resultPart = {}
local resultPart = {}
if Shared.tableCount(useArray) == 0 and Shared.tableCount(obstacles) == 0 then
if not Shared.tableIsEmpty(useArray) then
if string.len(spellUseTable) > 0 then
local typeTextList = {
return '==Uses==\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable
["Shop"] = Icons.Icon({'Shop'}),
else
["Upgrade"] = '[[Upgrading Items|Upgrade]]'
return ''
}
end
 
end
-- Header
table.insert(resultPart, '{| class="wikitable sortable"')
table.insert(resultPart, '{| class="wikitable stickyHeader sortable"')
table.insert(resultPart, '\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
for i, row in pairs(useArray) do
table.insert(resultPart, '\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients')
local qty = row.qty ~= nil and row.qty or 1
local iconType = row.type ~= nil and row.type or 'item'
table.insert(resultPart, '\r\n|-\r\n|data-sort-value="'..row.item.name..'"|')
table.insert(resultPart, Icons.Icon({row.item.name, type=iconType, notext=true, size=50})..'||')
if qty > 1 then table.insert(resultPart, "'''"..qty.."x''' ") end
table.insert(resultPart, Icons.Icon({row.item.name, type='item', noicon=true}))
if row.skill == 'Upgrade' then
table.insert(resultPart, '||data-sort-value="Upgrade"|[[Upgrading Items|Upgrade]]')
elseif row.skill == 'Shop' then
table.insert(resultPart, '||data-sort-value="Shop"|'..Icons.Icon({'Shop'}))
else
table.insert(resultPart, '||data-sort-value="'..row.skill..'"|'..Icons.Icon({row.skill, type='skill'}))
end
if type(row.req) == 'number' then
table.insert(resultPart, '|| style="text-align:right" data-sort-value="'..row.req..'"|'..Icons._SkillReq(row.skill, row.req))
elseif row.reqVal ~= nil then
table.insert(resultPart, '|| style="text-align:right" data-sort-value="'..row.reqVal..'"|'..row.req)
else
table.insert(resultPart, '||'..row.req)
end
if type(row.xp) == 'string' then
table.insert(resultPart, '||style="text-align:right" data-sort-value="0"|'..row.xp)
else
table.insert(resultPart, '||style="text-align:right" data-sort-value="'..row.xp..'"|'..row.xp..' '..Icons.Icon({row.skill, type='skill', notext=true})..' XP')
end
table.insert(resultPart, '||')
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]
local matText = ''


if i > 1 then table.insert(resultPart, '<br/>') end
-- Rows
if matID >= 0 then
for i, row in ipairs(useArray) do
-- Item
local qty = row.qty ~= nil and row.qty or 1
local matItem = Items.getItemByID(matID)
local iconType = row.type ~= nil and row.type or 'item'
if matItem == nil then
local iconName = row.item.name
matText = 'ERROR: Failed to find item with ID ' .. matID .. '[[Category:Pages with Script Errors]]'
if row.skill == 'Agility' then
else
iconType = 'agility'
matText = Icons.Icon({matItem.name, type='item', qty=matQty})
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.quantity or itemCost[2] or 1
if matItem == nil then
table.insert(matRow, Shared.printError('Failed to find item with ID "' .. itemCost.id .. '"'))
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.SC(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.RC(row.rc)
elseif type(row.rc) == 'string' then
rcText = row.rc
end
end
elseif matID == -4 then
table.insert(matRow, rcText)
-- GP
end
matText = Icons.GP(SkillData.Summoning.Settings.recipeGPCost)
-- Item created
elseif matID == -5 then
table.insert(resultPart, '\r\n|-\r\n|data-sort-value="' .. row.item.name .. '"| ')
-- Slayer Coins
table.insert(resultPart, Icons.Icon({iconName, row.item.name, type=iconType, notext=true, size=50}))
matText = Icons.SC(SkillData.Summoning.Settings.recipeGPCost)
table.insert(resultPart, '\r\n| ')
else
if qty > 1 then
matText = 'ERROR: Unknown item ID: ' .. matID .. ' [[Category:Pages with Script Errors]]'
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
end
table.insert(resultPart, matText)
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
end
if row.gp ~= nil then table.insert(resultPart, '<br/>'..Icons.GP(row.gp)) end
table.insert(resultPart, '\r\n|}')
end
end
 
local spellUseTable = p._getSpellUseTable(item)
--Agility obstacles are weird and get their own section
if spellUseTable ~= nil and spellUseTable ~= '' then
for i, obst in Shared.skpairs(obstacles) do
table.insert(resultPart, '\r\n===' .. Icons.Icon({'Magic', type='skill', size=30}) .. '===\r\n' .. spellUseTable)
table.insert(resultPart, '\r\n|-\r\n|')
table.insert(resultPart, Icons.Icon({"Agility", type="skill", size="50", notext=true}))
table.insert(resultPart, '||[[Agility#Obstacles|'..obst.name..']]')
table.insert(resultPart, '||'..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
table.insert(resultPart, '||style="text-align:right"|'..table.concat(reqArray, '<br/>'))
 
--Just including 'N/A' for XP since it doesn't really apply for Agility Obstacles
table.insert(resultPart, '||style="text-align:right"|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
 
table.insert(resultPart, '||'..table.concat(costArray, '<br/>'))
 
end
end
 
if Shared.tableIsEmpty(resultPart) then
table.insert(resultPart, '\r\n|}')
return ''
if string.len(spellUseTable) > 0 then
else
table.insert(resultPart, '\r\n==='..Icons.Icon({'Magic', type='skill', size='30'})..'===\r\n'..spellUseTable)
return '==Uses==\r\n' .. table.concat(resultPart)
end
end
return '==Uses==\r\n'..table.concat(resultPart)
end
end


Line 632: Line 662:
local item = Items.getItem(itemName)
local item = Items.getItem(itemName)
if item == nil then
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
end


Line 639: Line 669:


function p._getSpellUseTable(item)
function p._getSpellUseTable(item)
local spellList = Magic.getSpellsForRune(item.id)
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
--Adding a check for if the Items column is needed
local hasItems = false
for i, spell in pairs(spellList) do
if Magic._getSpellItems(spell) ~= '' then
hasItems = true
break
end
end
end


Line 650: Line 689:
table.insert(resultPart, '!!Type!!style="width:275px"|Description')
table.insert(resultPart, '!!Type!!style="width:275px"|Description')
table.insert(resultPart, '!!Runes')
table.insert(resultPart, '!!Runes')
if hasItems then
table.insert(resultPart, '!!Item Cost')
end
for i, spell in pairs(spellList) do
for i, spell in pairs(spellList) do
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"|')
table.insert(rowPart, Magic._getSpellRunes(spell))
table.insert(rowPart, Magic._getSpellRunes(spell))
if hasItems then
table.insert(rowPart, '||style="text-align:right"|')
table.insert(rowPart, Magic._getSpellItems(spell))
end
table.insert(resultPart, table.concat(rowPart))
table.insert(resultPart, table.concat(rowPart))
end
end
Line 682: Line 721:
local item = Items.getItem(itemName)
local item = Items.getItem(itemName)
if item == nil then
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
return Shared.printError('No item named "' .. itemName .. '" exists in the data module')
end
end


return p._getSpellUseTable(item)
return p._getSpellUseTable(item)
end
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',
'Bird Nest'
}
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
return p

Latest revision as of 00:06, 10 April 2024

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 = {},
	Cartography = {'melvorD:Crown_of_Rhaelyx'},
	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'},
	Township = {},
	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'}),
		["TownshipTask"] = Icons.Icon({'Tasks', type='township'})
	}

	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

	-- Is the item a cost in an upgrade?
	for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
		for j, itemCost in ipairs(upgrade.itemCosts) do
			if itemCost.id == item.id then
				addUse('Upgrade')
				table.insert(categoryArray, '[[Category:Upgradeable Items]]')
				break
			end
		end
		if hasUse('Upgrade') then
			break
		end
	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

	-- Township Tasks
	for _, task in ipairs(SkillData.Township.tasks) do
		if task.goals.items[1] ~= nil then -- Skip tasks with no items
			if GameData.getEntityByID(task.goals.items, item.id) then
				addUse('TownshipTask')
				break
			end
		end
	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 Shared.printError('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, quantity = recipe.seedCost.quantity}}
			local rowReq = recipe.level
			local category = GameData.getEntityByID(SkillData.Farming.categories, recipe.categoryID)
			local qty = 5 * category.harvestMultiplier
			local xp = recipe.baseExperience
			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, quantity = 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
		-- Familiar recipes may also have a currency cost without any non-shard
		-- items, so account for this with a dummy ID such that one iteration
		-- of the below loop always occurs
		local nonShardItemIDs = (Shared.tableIsEmpty(recipe.nonShardItemCosts) and {''} or recipe.nonShardItemCosts)
		for j, nonShardItemID in ipairs(nonShardItemIDs) 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 recipeCosts = Shared.clone(recipe.itemCosts)
				local recipeCosts = {}
				for k, itemCost in ipairs(recipe.itemCosts) do
					table.insert(recipeCosts, {id = itemCost.id, quantity = itemCost.quantity})
				end
				if nonShardItem ~= nil then
					-- Item ID can be nil for recipes such as Leprechaun or Cyclops
					local itemValue = math.max(nonShardItem.sellsFor, 20)
					local nonShardQty = math.max(1, math.floor(recipeGPCost / itemValue))
					table.insert(recipeCosts, {id = nonShardItemID, quantity = nonShardQty})
				end
				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, shopUse in ipairs(shopUses) do
		local purchase = shopUse.purchase
		local rowReq = Shop.getRequirementString(purchase.purchaseRequirements)
		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
				iconType = '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.quantity or itemCost[2] or 1
					if matItem == nil then
						table.insert(matRow, Shared.printError('Failed to find item with ID "' .. itemCost.id .. '"'))
					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.SC(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.RC(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 Shared.printError('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
	
	--Adding a check for if the Items column is needed
	local hasItems = false
	for i, spell in pairs(spellList) do
		if Magic._getSpellItems(spell) ~= '' then
			hasItems = true
			break
		end
	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')
	if hasItems then
		table.insert(resultPart, '!!Item Cost')
	end
	
	
	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))
		if hasItems then
			table.insert(rowPart, '||style="text-align:right"|')
			table.insert(rowPart, Magic._getSpellItems(spell))
		end
		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 Shared.printError('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',
		'Bird Nest'
	}
	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