Module:SkillUnlocks: Difference between revisions

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Line 12: Line 12:
local CombatAreas = require('Module:CombatAreas')
local CombatAreas = require('Module:CombatAreas')
local Shop = require('Module:Shop')
local Shop = require('Module:Shop')
local Township = require('Module:Township')
local GameData = require('Module:GameData')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local SkillData = GameData.skillData


-- This excludes certain checks pertinent to all skills, like equipment
local SKILL_CHECK_MAP = {
local SKILL_CHECK_MAP = {
['Attack'] = {},
['Attack'] = {},
Line 24: Line 26:
['Prayer'] = {'prayers'},
['Prayer'] = {'prayers'},
['Slayer'] = {'areas'},
['Slayer'] = {'areas'},
['Farming'] = {'gatheringitems'},
['Farming'] = {'gatheringitems', 'farmingplots'},
['Township'] = {},
['Township'] = {'townshipunlocks'},
['Woodcutting'] = {'gatheringitems'},
['Woodcutting'] = {'gatheringitems'},
['Fishing'] = {'gatheringitems'},
['Fishing'] = {'gatheringitems'},
Line 37: Line 39:
['Runecrafting'] = {'artisanitems'},
['Runecrafting'] = {'artisanitems'},
['Herblore'] = {'artisanitems'},
['Herblore'] = {'artisanitems'},
['Agility'] = {},
['Agility'] = {'agilityslots'},
['Summoning'] = {'artisanitems'},
['Summoning'] = {'artisanitems'},
['Astrology'] = {'constellations'},
['Astrology'] = {'constellations'},
Line 43: Line 45:
}
}
local TYPE_SORT_ORDER = {
local TYPE_SORT_ORDER = {
['shop'] = 1,
['special'] = 1,
['spell'] = 2,
['biome'] = 2,
['prayer'] = 3,
['building'] = 3,
['gathering'] = 4,
['plot'] = 4,
['artisan'] = 5,
['obstacleslot'] = 5,
['item'] = 6,  
['spell'] = 6,
['combatArea'] = 7,
['prayer'] = 7,
['slayerArea'] = 8,
['gathering'] = 8,
['dungeon'] = 9
['artisan'] = 9,
['item'] = 10,  
['combatArea'] = 11,
['slayerArea'] = 12,
['dungeon'] = 13,
['shop'] = 14,
['trader'] = 15,
['obstacle'] = 16
}
}
local VERBS_PER_SUBTYPE = {
local VERBS_PER_SUBTYPE = {
Line 93: Line 102:
['npc'] = 'Pickpocket',
['npc'] = 'Pickpocket',
['constellation'] = 'Study',
['constellation'] = 'Study',
['shop'] = 'Purchase'
['shop'] = 'Purchase',
['plot'] = 'New',
['biome'] = 'Access',
['basicBuilding'] = 'Build',
['trader'] = 'Trade for',
['obstacle'] = 'Build',
['obstacleslot'] = 'Build',
['pillar'] = 'Build'
}
}
local SUBTYPE_OVERRIDES = {
local SUBTYPE_OVERRIDES = {
Line 800: Line 816:
['level'] = 40,
['level'] = 40,
['entities'] = {'Yew Longbow', 'Yew Shortbow'}
['entities'] = {'Yew Longbow', 'Yew Shortbow'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Hats',
['level'] = 10,
['entities'] = {'Blacksmiths Hat', 'Burning Mans Hat', 'Crafters Hat', 'Fishermans Hat', 'Fletchers Hat', 'Miners Hat', 'Performance Enhancing Hat', 'Potion Makers Hat', 'Runecrafters Hat', 'Star Gazing Hat', 'Woodcutters Hat'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Bodies',
['level'] = 20,
['entities'] = {'Blacksmiths Body', 'Burning Mans Body', 'Crafters Body', 'Fishermans Body', 'Fletchers Body', 'Miners Body', 'Performance Enhancing Body', 'Potion Makers Body', 'Runecrafters Body', 'Star Gazing Body', 'Woodcutters Body'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Leggings',
['level'] = 40,
['entities'] = {'Blacksmiths Leggings', 'Burning Mans Leggings', 'Crafters Leggings', 'Fishermans Leggings', 'Fletchers Leggings', 'Miners Leggings', 'Performance Enhancing Leggings', 'Potion Makers Leggings', 'Runecrafters Leggings', 'Star Gazing Leggings', 'Woodcutters Leggings'}
},
{
['verb'] = 'Purchase',
['name'] = 'Skill Boots',
['level'] = 60,
['entities'] = {'Blacksmiths Boots', 'Burning Mans Boots', 'Crafters Boots', 'Fishermans Boots', 'Fletchers Boots', 'Miners Boots', 'Performance Enhancing Boots', 'Potion Makers Boots', 'Runecrafters Boots', 'Star Gazing Boots', 'Woodcutters Boots'}
}
}
}
}
Line 907: Line 947:
end)
end)
-- TODO: Squeeze this into _addEntities
-- TODO: Squeeze this into _addEntities?
for i, item in ipairs(itemList) do
for i, item in ipairs(itemList) do
local processed = {}
local processed = {}
Line 967: Line 1,007:
if purchase.category ~= 'melvorD:Skillcapes' and purchase.category ~= 'melvorTotH:SuperiorSkillcapes' then
if purchase.category ~= 'melvorD:Skillcapes' and purchase.category ~= 'melvorTotH:SuperiorSkillcapes' then
local processed = {}
local processed = {}
processed.entity = purchase
processed.entityName = Shop._getPurchaseName(purchase)
processed.entityName = Shop._getPurchaseName(purchase)
processed.entityType = 'shop'
processed.entityType = 'shop'
processed.subType = purchase.category
processed.subType = Shop._getPurchaseType(purchase)
for a, req in ipairs(purchase.purchaseRequirements) do
for a, req in ipairs(purchase.purchaseRequirements) do
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
Line 977: Line 1,018:
processed.otherReqs = p._getOtherSkillReqs(purchase.purchaseRequirements, skillName)
processed.otherReqs = p._getOtherSkillReqs(purchase.purchaseRequirements, skillName)
table.insert(entityList, processed)
table.insert(entityList, processed)
end
end
return entityList
end
function p._addTraderItemsWithSkillRequirements(entityList, skillName)
-- Iterate over each tradable resource, then each item you can get with it
for i, tsResource in ipairs(Township.Township.itemConversions.fromTownship) do
for j, tsPurchase in ipairs(tsResource.items) do
-- Does this purchase require the current skill?
local hasCurrentSkill = false
local currentSkillLevel = 0
for k, req in ipairs(tsPurchase.unlockRequirements) do
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
hasCurrentSkill = true
currentSkillLevel = req.level
end
end
if hasCurrentSkill then
local item = Items.getItemByID(tsPurchase.itemID)
local processed = {}
processed.entity = item
processed.entityName = item.name
processed.entityType = 'trader'
processed.subType = 'trader'
processed.skillLevel = currentSkillLevel
processed.otherReqs = p._getOtherSkillReqs(tsPurchase.unlockRequirements, skillName)
table.insert(entityList, processed)
end
end
end
return entityList
end
function p._addAgilityObstaclesWithSkillRequirements(entityList, skillName)
for i, obstacle in ipairs(SkillData.Agility.obstacles) do
for j, req in ipairs(obstacle.skillRequirements) do
-- Does this obstacle require the current skill?
local hasCurrentSkill = false
local currentSkillLevel = 0
if req.type == 'SkillLevel' and req.skillID == Constants.getSkillID(skillName) then
hasCurrentSkill = true
currentSkillLevel = req.level
end
if hasCurrentSkill then
local processed = {}
processed.entity = obstacle
processed.entityName = obstacle.name
processed.entityType = 'obstacle'
-- Category is zero-indexed
processed.subType = 'Obstacle ' .. tostring(obstacle.category + 1)
processed.skillLevel = currentSkillLevel
processed.otherReqs = p._getOtherSkillReqs(obstacle.skillRequirements, skillName)
table.insert(entityList, processed)
end
end
end
end
end
Line 1,027: Line 1,128:
function p._addConstellations(entityList, skillName)
function p._addConstellations(entityList, skillName)
entityList = p._addEntities({entityList, SkillData.Astrology.recipes, type='constellation', subType='constellation'})
entityList = p._addEntities({entityList, SkillData.Astrology.recipes, type='constellation', subType='constellation'})
return entityList
end
function p._addFarmingPlots(entityList, skillName)
for i, plot in ipairs(SkillData.Farming.plots) do
local plotName = 'Unknown Plot'
if plot.categoryID == 'melvorD:Allotment' then
plotName = 'Allotment Plot'
elseif plot.categoryID == 'melvorD:Herb' then
plotName = 'Herb Plot'
elseif plot.categoryID == 'melvorD:Tree' then
plotName = 'Tree Plot'
end
local processed = {}
processed.entityName = plotName
processed.entityType = 'plot'
processed.subType = plot.categoryID
processed.skillLevel = plot.level
processed.otherReqs = {}
table.insert(entityList, processed)
end
return entityList
end
function p._addTownshipUnlocks(entityList, skillName)
-- This one is weird, because some of the data uses tiers and not levels
-- Add all of the biomes
for i, biome in ipairs(Township.Township.biomes) do
local tierReqs = Township._getTierRequirements(biome.tier)
local processed = {}
processed.entityName = biome.name
processed.entityType = 'biome'
processed.subType = 'biome'
processed.skillLevel = tierReqs.level
processed.otherReqs = {['population'] = tierReqs.population}
table.insert(entityList, processed)
end
-- Add all of the buildings
for i, building in ipairs(Township.Township.buildings) do
local tierReqs = Township._getTierRequirements(building.tier)
local processed = {}
processed.entityName = building.name == 'Statues' and 'Statue of Worship' or building.name
processed.entityType = 'building'
processed.subType = building.upgradesFrom ~= nil and 'upgradedBuilding' or 'basicBuilding'
processed.upgradesFrom = Township._getBuildingDowngrade(building)
processed.skillLevel = tierReqs.level
processed.otherReqs = {['population'] = tierReqs.population}
table.insert(entityList, processed)
end
-- Add the fact that health starts decreasing at level 15
local specialHealth = {
['entityType'] = 'special',
['subType'] = 'special',
['skillLevel'] = 15,
['overrideText'] = 'Township health has a 25% chance to decrease by 1% per update'
}
table.insert(entityList, specialHealth)
return entityList
end
function p._addAgilityObstacleSlotsAndPillars(entityList, skillName)
for i, level in ipairs(SkillData.Agility.obstacleUnlockLevels) do
local processed = {}
processed.entityName = 'Obstacle ' .. i
processed.entityType = 'obstacleslot'
processed.subType = 'obstacleslot'
processed.skillLevel = level
processed.otherReqs = {}
table.insert(entityList, processed)
end
-- Manually add pillars
table.insert(entityList, {['entityName'] = 'Passive Pillars', ['entityType'] = 'obstacleslot', ['subType'] = 'pillar', ['skillLevel'] = 99, ['otherReqs'] = {}})
table.insert(entityList, {['entityName'] = 'Elite Passive Pillars', ['entityType'] = 'obstacleslot', ['subType'] = 'pillar', ['skillLevel'] = 120, ['otherReqs'] = {}})
return entityList
return entityList
end
end
Line 1,111: Line 1,292:
['thieving'] = p._addThievingTargets,
['thieving'] = p._addThievingTargets,
['constellations'] = p._addConstellations,
['constellations'] = p._addConstellations,
['shop'] = p._addShopPurchasesWithSkillRequirements
['shop'] = p._addShopPurchasesWithSkillRequirements,
['farmingplots'] = p._addFarmingPlots,
['townshipunlocks'] = p._addTownshipUnlocks,
['agilityslots'] = p._addAgilityObstacleSlotsAndPillars
}
}


Line 1,126: Line 1,310:
for i, req in ipairs(entity.otherReqs) do
for i, req in ipairs(entity.otherReqs) do
-- TODO: "Completion" requirement
-- TODO: "Completion" requirement
-- TODO: Township buildings requirement
if req.type == 'SkillLevel' then
if req.type == 'SkillLevel' then
local skillInfo = Icons.Icon({Constants.getSkillName(req.skillID), type='skill', notext='true'}) .. ' ' .. req.level
local skillInfo = Icons.Icon({Constants.getSkillName(req.skillID), type='skill', notext='true'}) .. ' ' .. req.level
Line 1,163: Line 1,348:


function p._prepareSingleEntity(entity, skillName)
function p._prepareSingleEntity(entity, skillName)
-- Farming crops are...special
-- Special children that need extra attention
if entity.overrideText then
return entity.overrideText
end
if skillName == 'Farming' and entity.seed then
if skillName == 'Farming' and entity.seed then
return 'Plant ' .. Icons.Icon({entity.seed.name, type='item'}) .. ' to grow ' .. Icons.Icon({entity.entityName, type='item'})
return 'Plant ' .. Icons.Icon({entity.seed.name, type='item'}) .. ' to grow ' .. Icons.Icon({entity.entityName, type='item'})
    end
end
if skillName == 'Township' and entity.upgradesFrom then
return 'Upgrade ' .. Icons.Icon({entity.upgradesFrom.name, type='building'}) .. ' to ' .. Icons.Icon({entity.entityName, type='building'})
end
-- What are you doing with the thing you unlock? ("verbs")
-- What are you doing with the thing you unlock? ("verbs")
Line 1,178: Line 1,369:
-- Icon overrides
-- Icon overrides
local iconType = entity.entityType
local iconType = entity.entityType
local iconName = entity.entityName
local iconLink = entity.entityName
local iconText = entity.entityName
local iconImg = entity.entityName
local noLink = ''
if entity.entityType == 'slayerArea' then
if entity.entityType == 'slayerArea' then
iconType = 'combatArea'
iconType = 'combatArea'
Line 1,193: Line 1,387:
iconType = entity.subType
iconType = entity.subType
end
end
iconName = entity.item.name
iconLink = entity.item.name
end
end
if entity.entityType == 'artisan' then
if entity.entityType == 'artisan' or entity.entityType == 'trader' then
iconType = 'item'
iconType = 'item'
end
if entity.entityType == 'shop' then
iconType = entity.entity.contains.petID and 'pet' or 'item'
end
if entity.entityType == 'plot' then
iconType = 'skill'
iconLink = 'Farming'
iconImg = 'Farming'
noLink = 'true'
end
if entity.entityType == 'obstacle' then
iconType = 'agility'
iconLink = 'Obstacles'
end
if entity.entityType == 'obstacleslot' then
iconType = 'agility'
iconLink = 'Passive_Pillars'
end
end
-- Any other requirements?
-- Any other requirements or post-scripts?
local extraReqs = p._prepareOtherReqs(entity)
local extraReqs = p._prepareOtherReqs(entity)
local extraPost = ''
if entity.entityType == 'obstacle' then
extraPost = ' in ' .. entity.subType
end
return verb .. Icons.Icon({iconName, entity.entityName, img=entity.entityName, type=iconType}) .. extraReqs
return verb .. Icons.Icon({iconLink, iconText, img=iconImg, type=iconType, nolink=noLink}) .. extraPost .. extraReqs
end
end


Line 1,228: Line 1,443:
entityList = p._addItemsWithSkillRequirement(entityList, skillName)
entityList = p._addItemsWithSkillRequirement(entityList, skillName)
entityList = p._addShopPurchasesWithSkillRequirements(entityList, skillName)
entityList = p._addShopPurchasesWithSkillRequirements(entityList, skillName)
entityList = p._addTraderItemsWithSkillRequirements(entityList, skillName)
entityList = p._addAgilityObstaclesWithSkillRequirements(entityList, skillName)
-- Now loop through the stuff relevant to this skill
for i, dataSource in ipairs(SKILL_CHECK_MAP[skillName]) do
for i, dataSource in ipairs(SKILL_CHECK_MAP[skillName]) do
entityList = SOURCE_FUNCS[dataSource](entityList, skillName)
entityList = SOURCE_FUNCS[dataSource](entityList, skillName)
Line 1,274: Line 1,493:
-- Skip this one if it's in a gear set we've already listed
-- Skip this one if it's in a gear set we've already listed
local entityGearSet = nil
local entityGearSet = nil
if entity.entityType == 'item' then
if entity.entityType == 'item' or entity.entityType == 'shop' then
for i, gearSet in ipairs(GEAR_SETS) do
for i, gearSet in ipairs(GEAR_SETS) do
if Shared.contains(gearSet.entities, entity.entityName) then
if Shared.contains(gearSet.entities, entity.entityName) then
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