Module:Skills: Difference between revisions

From Melvor Idle
(Added manual exception for Bird Nest Potions to fix the PotionNav template)
(Move Farming functions to Module:Skills/Gathering)
(44 intermediate revisions by 4 users not shown)
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--This module should avoid including skill specific functions which generate
--output for wiki pages, especially those which require() other modules. For
--these functions, consider using the appropriate module from the below list.
--Some skills have their own modules:
--Some skills have their own modules:
--Module:Magic and Module:Prayer being the current two examples.
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.
 
--Also be aware of:
--Module:Navboxes for navigation boxes appearing near the bottom of pages


local p = {}
local p = {}


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


local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local Items = require('Module:Items')
local Items = require('Module:Items')
local ItemSourceTables = require('Module:Items/SourceTables')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')


local MasteryCheckpoints = {.1, .25, .5, .95}
local MasteryCheckpoints = {.1, .25, .5, .95}


function p.getSkillID(skillName)
-- Thieving
  for skName, ID in Shared.skpairs(Constants.skill) do
function p.getThievingNPC(npcName)
    if skName == skillName then
local result = nil
      return ID
for i, npc in Shared.skpairs(SkillData.Thieving.NPCs) do
    end
if npc.name == npcName then
  end
result = Shared.clone(npc)
  return nil
break
end
end
return result
end
 
function p.getThievingNPCArea(npc)
if type(npc) == 'string' then
npc = p.getThievingNPC(npc)
end
 
local result = nil
for i, area in Shared.skpairs(SkillData.Thieving.Areas) do
for j, npcID in pairs(area.npcs) do
if npcID == npc.id then
result = area
break
end
end
end
return result
end
end


function p._getThievingNPCStat(npc, statName)
local result = nil
if statName == 'level' then
result = Icons._SkillReq('Thieving', npc.level)
elseif statName == 'maxHit' then
result = npc.maxHit * 10
elseif statName == 'area' then
local area = p.getThievingNPCArea(npc)
result = area.name
else
result = npc[statName]
end
if result == nil then
result = ''
end
return result
end
function p.getThievingNPCStat(frame)
local npcName = frame.args ~= nil and frame.args[1] or frame[1]
local statName = frame.args ~= nil and frame.args[2] or frame[2]
local npc = p.getThievingNPC(npcName)
if npc == nil then
return "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
end
return p._getThievingNPCStat(npc, statName)
end
function p.getThievingSourcesForItem(itemID)
local resultArray = {}
local areaNPCs = {}
--First check area unique drops
--If an area drops the item, add all the NPC ids to the list so we can add them later
if not result then
for i, area in pairs(SkillData.Thieving.Areas) do
for j, drop in pairs(area.uniqueDrops) do
if drop.itemID == itemID then
for k, npcID in pairs(area.npcs) do
areaNPCs[npcID] = drop.qty
end
break
end
end
end
end
--Now go through and get drop chances on each NPC if needed
for i, npc in pairs(SkillData.Thieving.NPCs) do
local totalWt = 0
local dropWt = 0
local dropQty = 0
for j, drop in pairs(npc.lootTable) do
totalWt = totalWt + drop[2]
if drop[1] == itemID then
dropWt = drop[2]
dropQty = drop[3]
end
end
if dropWt > 0 then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = dropQty, wt = dropWt * SkillData.Thieving.ItemChance, totalWt = totalWt * 100, level = npc.level})
end
--Chance of -1 on unique drops is to indicate variable chance
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID == itemID then
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.qty, maxQty = npc.uniqueDrop.qty, wt = -1, totalWt = -1, level = npc.level})
end
if areaNPCs[npc.id] ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = SkillData.Thieving.AreaUniqueChance, totalWt = 100, level = npc.level})
end
end
for i, drop in pairs(SkillData.Thieving.RareItems) do
if drop.itemID == itemID then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
end
end
return resultArray
end
-- Astrology
function p.getConstellationByID(constID)
return SkillData.Astrology.Constellations[constID]
end
function p.getConstellation(constName)
for i, const in ipairs(SkillData.Astrology.Constellations) do
if const.name == constName then
return const
end
end
return nil
end
function p.getConstellations(checkFunc)
local result = {}
for i, const in ipairs(SkillData.Astrology.Constellations) do
if checkFunc(const) then
table.insert(result, const)
end
end
return result
end
-- For a given constellation cons and modifier value modValue, generates and returns
-- a table of modifiers, much like any other item/object elsewhere in the game.
-- includeStandard: true|false, determines whether standard modifiers are included
-- includeUnique: true|false, determines whether unique modifiers are included
-- isDistinct: true|false, if true, the returned list of modifiers is de-duplicated
-- asKeyValue: true|false, if true, returns key/value pairs like usual modifier objects
function p._buildAstrologyModifierArray(cons, modValue, includeStandard, includeUnique, isDistinct, asKeyValue)
-- Temporary function to determine if the table already contains a given modifier
local containsMod = function(modList, modNew)
for i, modItem in ipairs(modList) do
-- Check mod names & value data types both equal
if modItem[1] == modNew[1] and type(modItem[2]) == type(modNew[2]) then
if type(modItem[2]) == 'table' then
if Shared.tablesEqual(modItem[2], modNew[2]) then
return true
end
elseif modItem[2] == modNew[2] then
return true
end
end
end
return false
end
local addToArray = function(modArray, modNew)
if not isDistinct or (isDistinct and not containsMod(modArray, modNew)) then
table.insert(modArray, modNew)
end
end
local modTypes = {}
if includeStandard then
table.insert(modTypes, 'standardModifiers')
end
if includeUnique then
table.insert(modTypes, 'uniqueModifiers')
end
local modArray = {}
local isSkillMod = {}
for _, modType in ipairs(modTypes) do
for i, skillMods in ipairs(cons[modType]) do
local skillID = cons.skills[i]
if skillID ~= nil then
for j, modName in ipairs(skillMods) do
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
-- Check if modifier varies by skill, and amend the modifier value accordingly
local modVal = modValue
if Shared.contains(modText, '{SV0}') then
isSkillMod[modName] = true
modVal = {skillID, modValue}
end
addToArray(modArray, {modName, modVal})
end
end
end
end
if asKeyValue then
local modArrayKV = {}
for i, modDefn in ipairs(modArray) do
local modName, modVal = modDefn[1], modDefn[2]
local isSkill = isSkillMod[modName]
if modArrayKV[modName] == nil then
modArrayKV[modName] = (isSkill and { modVal } or modVal)
elseif isSkill then
table.insert(modArrayKV[modName], modVal)
else
modArrayKV[modName] = modArrayKV[modName] + modVal
end
end
return modArrayKV
else
return modArray
end
end
-- Mastery
function p.getMasteryUnlockTable(frame)
function p.getMasteryUnlockTable(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local skillName = frame.args ~= nil and frame.args[1] or frame
  local skillID = p.getSkillID(skillName)
local skillID = Constants.getSkillID(skillName)
  if skillID == nil then
if skillID == nil then
    return "ERROR: Failed to find a skill ID for "..skillName
return "ERROR: Failed to find a skill ID for "..skillName
  end
end


  local unlockTable = SkillData.MasteryUnlocks[skillID]
local unlockTable = SkillData.MasteryUnlocks[skillID]
  if unlockTable == nil then
if unlockTable == nil then
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
  end
end


  local result = '{|class="wikitable"\r\n!Level!!Unlock'
local result = '{|class="wikitable"\r\n!Level!!Unlock'
  for i, unlock in Shared.skpairs(unlockTable) do
for i, unlock in Shared.skpairs(unlockTable) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n|'..unlock.level..'||'..unlock.unlock
result = result..'\r\n|'..unlock.level..'||'..unlock.unlock
  end
end
  result = result..'\r\n|}'
result = result..'\r\n|}'
  return result
return result
end
end


function p.getMasteryCheckpointTable(frame)
function p.getMasteryCheckpointTable(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local skillName = frame.args ~= nil and frame.args[1] or frame
  local skillID = p.getSkillID(skillName)
local skillID = Constants.getSkillID(skillName)
  if skillID == nil then
if skillID == nil then
    return "ERROR: Failed to find a skill ID for "..skillName
return "ERROR: Failed to find a skill ID for "..skillName
  end
end


  if SkillData.MasteryCheckpoints[skillID] == nil then
if SkillData.MasteryCheckpoints[skillID] == nil then
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
return 'ERROR: Failed to find Mastery Unlock data for '..skillName
  end
end


  local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
  local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]


  local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
  for i, bonus in Shared.skpairs(bonuses) do
for i, bonus in Shared.skpairs(bonuses) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
    result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
  end
end
  result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
  result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
  result = result..'\r\n|}'
result = result..'\r\n|}'
  return result
return result
end
end


function p._getFarmingTable(category)
function p.getMasteryTokenTable()
  local seedList = {}
local baseTokenChance = 18500
  if category == 'Allotment' or category == 'Herb' or category == 'Tree' then
local masterySkills = {}
    seedList = Items.getItems(function(item) return item.tier == category end)
 
  else
-- Find all mastery tokens
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
local masteryTokens = Items.getItems(function(item) return item.isToken ~= nil and item.skill ~= nil and item.isToken end)
  end
for i, item in pairs(masteryTokens) do
local milestones = SkillData.Milestones[item.skill + 1]
if milestones ~= nil then
table.insert(masterySkills, {tokenRef = i, skillID = item.skill, milestoneCount = milestones})
end
end
table.sort(masterySkills, function(a, b)
if a['milestoneCount'] == b['milestoneCount'] then
return a['skillID'] < b['skillID']
else
return a['milestoneCount'] > b['milestoneCount']
end
end)
 
-- Generate output table
local resultPart = {}
local CCI = Items.getItem('Clue Chasers Insignia')
local CCIIcon = Icons.Icon({'Clue Chasers Insignia', type='item', notext=true})
if CCI == nil then return '' end


  local result = '{|class="wikitable sortable stickyHeader"'
table.insert(resultPart, '{| class="wikitable sortable"')
  result = result..'\r\n|- class="headerRow-0"'
table.insert(resultPart, '\r\n!rowspan="2"|Token!!rowspan="2"|Skill!!colspan="2"|Approximate Mastery Token Chance')
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)
  result = result..'!!XP!!Growth Time!!Seed Value'
  if category == 'Allotment' then
    result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
  elseif category == 'Herb' then
    result = result..'!!colspan="2"|Herb!!Herb Value'
  elseif category == 'Tree' then
    result = result..'!!colspan="2"|Logs!!Log Value'
  end
  result = result..'!!Seed Sources'
 
  table.sort(seedList, function(a, b) return a.farmingLevel < b.farmingLevel end)


  for i, seed in pairs(seedList) do
for i, m in ipairs(masterySkills) do
    result = result..'\r\n|-'
local token = masteryTokens[m.tokenRef]
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
local denom = math.floor(baseTokenChance / m['milestoneCount'])
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
local denomCCI = Shared.round(baseTokenChance / (m['milestoneCount'] * (1 + CCI.increasedItemChance / 100)), 0, 0)
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)


    local crop = Items.getItemByID(seed.grownItemID)
table.insert(resultPart, '\r\n|-')
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
    if category == 'Allotment' then
table.insert(resultPart, '\r\n|' .. Icons.Icon({Constants.getSkillName(m['skillID']), type='skill'}))
      result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
    end
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
    result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
end
    result = result..'||'..ItemSourceTables._getItemSources(seed)
table.insert(resultPart, '\r\n|}')
  end


  result = result..'\r\n|}'
return table.concat(resultPart)
  return result
end
end


function p.getFarmingTable(frame)
-- Skill unlock costs for Adventure game mode
  local category = frame.args ~= nil and frame.args[1] or frame
function p.getSkillUnlockCostTable()
local returnPart = {}
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
 
local accCost = 0
for i, cost in ipairs(SkillData.SkillUnlockCosts) do
accCost = accCost + cost
table.insert(returnPart, '|-')
table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
end
table.insert(returnPart, '|}')


  return p._getFarmingTable(category)
return table.concat(returnPart, '\r\n')
end
end


function p.getMiningTable(frame)
-- Accepts 1 parameter, being either:
  local result = '{|class="wikitable sortable stickyHeader"'
--  'Smelting', for which a table of all bars is generated, or
  result = result..'\r\n|- class="headerRow-0"'
--  A bar or tier name, which if valid generates a table of all smithing recipes using that bar/tier
  result = result..'\r\n!colspan=2|Ore!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
function p.getSmithingTable(frame)
  result = result..'!!XP!!Respawn Time!!Ore Value'
local tableType = frame.args ~= nil and frame.args[1] or frame
  local mineData = Shared.clone(SkillData.Mining)
tableType = Shared.splitString(tableType, ' ')[1]
  table.sort(mineData, function(a, b) return a.level < b.level end)
-- Translates Smithing category names to Smithing recipe data categories
  for i, oreData in Shared.skpairs(mineData) do
local categoryMap = {
    local ore = Items.getItemByID(oreData.ore)
['Smelting'] = 0,
    result = result..'\r\n|-\r\n|'..Icons.Icon({ore.name, type='item', size='50', notext=true})..'||'..ore.name
['Bronze'] = 1,
    result = result..'||style="text-align:right"|'..oreData.level..'||style="text-align:right"|'..ore.miningXP
['Iron'] = 2,
    result = result..'||style="text-align:right" data-sort-value="'..oreData.respawnInterval..'"|'
['Steel'] = 3,
    result = result..Shared.timeString(oreData.respawnInterval / 1000, true)
['Mithril'] = 4,
    result = result..'||data-sort-value="'..ore.sellsFor..'"|'..Icons.GP(ore.sellsFor)
['Adamant'] = 5,
  end
['Adamantite'] = 5,
['Rune'] = 6,
['Runite'] = 6,
['Dragon'] = 7,
['Dragonite'] = 7
}
local categoryID = categoryMap[tableType]
if categoryID == nil then
return 'ERROR: Invalid Smithing category: "' .. tableType .. '"[[Category:Pages with script errors]]'
end


  result = result..'\r\n|}'
-- Build a list of recipes to be included, and a list of bars while we're at it
  return result
-- The bar list will be used later for value/bar calculations
end
local recipeList, barIDList = {}, {}
for i, recipe in ipairs(SkillData.Smithing.Recipes) do
if recipe.category == categoryID then
local recipeItem = Items.getItemByID(recipe.itemID)
if recipeItem ~= nil then
table.insert(recipeList, { id = i, level = recipe.level, itemName = recipeItem.name, itemValue = recipeItem.sellsFor })
end
elseif recipe.category == 0 then
barIDList[recipe.itemID] = true
end
end
 
-- Generate output table
local resultPart = {}
table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|-class="headerRow-0"')
table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
--Adding value/bar for things other than smelting
if categoryID > 0 then
table.insert(resultPart, '!!Value/Bar')
end
 
table.sort(recipeList, function(a, b)
if a.level ~= b.level then
return a.level < b.level
else
return a.itemName < b.itemName
end
end)


function p.getPotionNavbox(frame)
for i, recipeDef in ipairs(recipeList) do
  --
local recipe = SkillData.Smithing.Recipes[recipeDef.id]
  local result = '{| class="wikitable" style="margin:auto; clear:both; width: 100%"'
local totalValue = recipe.baseQuantity * recipeDef.itemValue
  result = result..'\r\n!colspan=2|'..Icons.Icon({'Herblore', 'Potions', type='skill'})
-- Determine the bar quantity & build the recipe cost string
local barQty, costString = 0, {}
for j, itemCost in ipairs(recipe.itemCosts) do
local costItem = Items.getItemByID(itemCost.id)
if costItem ~= nil then
table.insert(costString, Icons.Icon({costItem.name, type='item', qty=itemCost.qty, notext=true}))
end
if barIDList[itemCost.id] then
barQty = barQty + itemCost.qty
end
end


  local CombatPots = {}
table.insert(resultPart, '\r\n|-')
  local SkillPots = {}
table.insert(resultPart, '\r\n| ' .. Icons.Icon({recipeDef.itemName, type='item', size=50, notext=true}))
  for i, potData in Shared.skpairs(SkillData.Herblore.ItemData) do
table.insert(resultPart, '\r\n| ')
    if potData.category == 0 then
if recipe.baseQuantity > 1 then
      table.insert(CombatPots, Icons.Icon({potData.name, type='item', img=(potData.name..' I')}))
table.insert(resultPart, recipe.baseQuantity .. 'x ')
    else
end
      if potData.name == 'Bird Nests Potion' then
table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
        table.insert(SkillPots, Icons.Icon({"Bird Nest Potion", type='item', img="Bird Nest Potion I"}))
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
      else
table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseXP .. '"| ' .. Shared.formatnum(recipe.baseXP))
        table.insert(SkillPots, Icons.Icon({potData.name, type='item', img=(potData.name..' I')}))
table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
      end
if recipe.baseQuantity > 1 then
    end
table.insert(resultPart, ' (x' .. recipe.baseQuantity .. ')')
  end
end
table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
if categoryID > 0 then
local barVal, barValTxt = 0, 'N/A'
if barQty > 0 then
barVal = totalValue / barQty
barTxt = Icons.GP(Shared.round(barVal, 1, 1))
end
table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barTxt)
end
end
table.insert(resultPart, '\r\n|}')


  result = result..'\r\n|-\r\n!Combat Potions\r\n|class="center" style="vertical-align:middle;"'
return table.concat(resultPart)
  result = result..'|'..table.concat(CombatPots, ' • ')
  result = result..'\r\n|-\r\n!Skill Potions\r\n|class="center" style="vertical-align:middle;"'
  result = result..'|'..table.concat(SkillPots, ' • ')
  result = result..'\r\n|}'
  return result
end
end


function p.getSpecialFishingTable(frame)
function p.getFiremakingTable(frame)
  local lootValue = 0
local resultPart = {}
  local totalWt = Items.specialFishWt
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
 
table.insert(resultPart, '\r\n|-class="headerRow-0"')
  local result = ''
table.insert(resultPart, '\r\n!colspan="2" rowspan="2"|Logs!!rowspan="2"|'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level')
  result = result..'\r\n{|class="wikitable sortable"'
table.insert(resultPart, '!!rowspan="2"|Burn Time!!colspan="2"|Without Bonfire!!colspan="2"|With Bonfire!!rowspan="2"|Bonfire Bonus!!rowspan="2"|Bonfire Time')
  result = result..'\r\n!Item'
table.insert(resultPart, '\r\n|-class="headerRow-1"')
  result = result..'!!Price!!colspan="2"|Chance'
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')


  --Sort the loot table by weight in descending order
for i, logData in Shared.skpairs(SkillData.Firemaking) do
  table.sort(Items.specialFishLoot, function(a, b) return a[2] > b[2] end)
local logs = Items.getItemByID(logData.logID)
  for i, row in pairs(Items.specialFishLoot) do
local name = logs.name
    local thisItem = Items.getItemByID(row[1])
local burnTime = logData.baseInterval / 1000
    result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
local bonfireTime = logData.baseBonfireInterval / 1000
    result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
local XPS = logData.baseXP / burnTime
    result = result..'|'..Icons.GP(thisItem.sellsFor)
local XP_BF = logData.baseXP * (1 + logData.bonfireXPBonus / 100)
local XPS_BF = XP_BF / burnTime


    local dropChance = (row[2] / totalWt) * 100
table.insert(resultPart, '\r\n|-')
    result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
    result = result..'|'..Shared.fraction(row[2], totalWt)
table.insert(resultPart, '||[['..name..']]')
    result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
    lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor)
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
  end
table.insert(resultPart, '||style ="text-align: right;"|'..logData.baseXP)
  result = result..'\r\n|}'
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
  result = result..'\r\nThe average value of a roll on the special fishing loot table is '..Icons.GP(Shared.round(lootValue, 2, 0))
table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.round(XPS_BF, 2, 2))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireXPBonus..'"|'..logData.bonfireXPBonus..'%')
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..bonfireTime..'"|'..Shared.timeString(bonfireTime, true))
end


  return result
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
end


return p
return p

Revision as of 14:29, 18 April 2022

Data pulled from Module:Skills/data


--This module should avoid including skill specific functions which generate
--output for wiki pages, especially those which require() other modules. For
--these functions, consider using the appropriate module from the below list.

--Some skills have their own modules:
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.

--Also be aware of:
--Module:Navboxes for navigation boxes appearing near the bottom of pages

local p = {}

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

local Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local Items = require('Module:Items')
local Icons = require('Module:Icons')

local MasteryCheckpoints = {.1, .25, .5, .95}

-- Thieving
function p.getThievingNPC(npcName)
	local result = nil
	for i, npc in Shared.skpairs(SkillData.Thieving.NPCs) do
		if npc.name == npcName then
			result = Shared.clone(npc)
			break
		end
	end
	return result
end

function p.getThievingNPCArea(npc)
	if type(npc) == 'string' then
		npc = p.getThievingNPC(npc)
	end

	local result = nil
	for i, area in Shared.skpairs(SkillData.Thieving.Areas) do
		for j, npcID in pairs(area.npcs) do
			if npcID == npc.id then
				result = area
				break
			end
		end
	end
	return result
end

function p._getThievingNPCStat(npc, statName)
	local result = nil

	if statName == 'level' then
		result = Icons._SkillReq('Thieving', npc.level)
	elseif statName == 'maxHit' then
		result = npc.maxHit * 10
	elseif statName == 'area' then
		local area = p.getThievingNPCArea(npc)
		result = area.name
	else
		result = npc[statName]
	end

	if result == nil then
		result = ''
	end

	return result
end

function p.getThievingNPCStat(frame)
	local npcName = frame.args ~= nil and frame.args[1] or frame[1]
	local statName = frame.args ~= nil and frame.args[2] or frame[2]
	local npc = p.getThievingNPC(npcName)
	if npc == nil then
		return "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
	end

	return p._getThievingNPCStat(npc, statName)
end

function p.getThievingSourcesForItem(itemID)
	local resultArray = {}

	local areaNPCs = {}

	--First check area unique drops
	--If an area drops the item, add all the NPC ids to the list so we can add them later
	if not result then
		for i, area in pairs(SkillData.Thieving.Areas) do
			for j, drop in pairs(area.uniqueDrops) do
				if drop.itemID == itemID then
					for k, npcID in pairs(area.npcs) do
						areaNPCs[npcID] = drop.qty
					end
					break
				end
			end
		end
	end

	--Now go through and get drop chances on each NPC if needed
	for i, npc in pairs(SkillData.Thieving.NPCs) do
		local totalWt = 0
		local dropWt = 0
		local dropQty = 0
		for j, drop in pairs(npc.lootTable) do
			totalWt = totalWt + drop[2]
			if drop[1] == itemID then
				dropWt = drop[2]
				dropQty = drop[3]
			end
		end
		if dropWt > 0 then
			table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = dropQty, wt = dropWt * SkillData.Thieving.ItemChance, totalWt = totalWt * 100, level = npc.level})
		end

		--Chance of -1 on unique drops is to indicate variable chance
		if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID == itemID then
			table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.qty, maxQty = npc.uniqueDrop.qty, wt = -1, totalWt = -1, level = npc.level})
		end

		if areaNPCs[npc.id] ~= nil then
			table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = SkillData.Thieving.AreaUniqueChance, totalWt = 100, level = npc.level})
		end
	end

	for i, drop in pairs(SkillData.Thieving.RareItems) do
		if drop.itemID == itemID then
			table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
		end
	end

	return resultArray
end

-- Astrology
function p.getConstellationByID(constID)
	return SkillData.Astrology.Constellations[constID]
end

function p.getConstellation(constName)
	for i, const in ipairs(SkillData.Astrology.Constellations) do
		if const.name == constName then
			return const
		end
	end
	return nil
end

function p.getConstellations(checkFunc)
	local result = {}
	for i, const in ipairs(SkillData.Astrology.Constellations) do
		if checkFunc(const) then
			table.insert(result, const)
		end
	end
	return result
end

-- For a given constellation cons and modifier value modValue, generates and returns
-- a table of modifiers, much like any other item/object elsewhere in the game.
-- includeStandard: true|false, determines whether standard modifiers are included
-- includeUnique: true|false, determines whether unique modifiers are included
-- isDistinct: true|false, if true, the returned list of modifiers is de-duplicated
-- asKeyValue: true|false, if true, returns key/value pairs like usual modifier objects
function p._buildAstrologyModifierArray(cons, modValue, includeStandard, includeUnique, isDistinct, asKeyValue)
	-- Temporary function to determine if the table already contains a given modifier
	local containsMod = function(modList, modNew)
			for i, modItem in ipairs(modList) do
				-- Check mod names & value data types both equal
				if modItem[1] == modNew[1] and type(modItem[2]) == type(modNew[2]) then
					if type(modItem[2]) == 'table' then
						if Shared.tablesEqual(modItem[2], modNew[2]) then
							return true
						end
					elseif modItem[2] == modNew[2] then
						return true
					end
				end
			end
			return false
		end

	local addToArray = function(modArray, modNew)
			if not isDistinct or (isDistinct and not containsMod(modArray, modNew)) then
				table.insert(modArray, modNew)
			end
		end

	local modTypes = {}
	if includeStandard then
		table.insert(modTypes, 'standardModifiers')
	end
	if includeUnique then
		table.insert(modTypes, 'uniqueModifiers')
	end

	local modArray = {}
	local isSkillMod = {}
	for _, modType in ipairs(modTypes) do
		for i, skillMods in ipairs(cons[modType]) do
			local skillID = cons.skills[i]
			if skillID ~= nil then
				for j, modName in ipairs(skillMods) do
					local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
					-- Check if modifier varies by skill, and amend the modifier value accordingly
					local modVal = modValue
					if Shared.contains(modText, '{SV0}') then
						isSkillMod[modName] = true
						modVal = {skillID, modValue}
					end
					addToArray(modArray, {modName, modVal})
				end
			end
		end
	end

	if asKeyValue then
		local modArrayKV = {}
		for i, modDefn in ipairs(modArray) do
			local modName, modVal = modDefn[1], modDefn[2]
			local isSkill = isSkillMod[modName]
			if modArrayKV[modName] == nil then
				modArrayKV[modName] = (isSkill and { modVal } or modVal)
			elseif isSkill then
				table.insert(modArrayKV[modName], modVal)
			else
				modArrayKV[modName] = modArrayKV[modName] + modVal
			end
		end
		return modArrayKV
	else
		return modArray
	end
end

-- Mastery
function p.getMasteryUnlockTable(frame)
	local skillName = frame.args ~= nil and frame.args[1] or frame
	local skillID = Constants.getSkillID(skillName)
	if skillID == nil then
		return "ERROR: Failed to find a skill ID for "..skillName
	end

	local unlockTable = SkillData.MasteryUnlocks[skillID]
	if unlockTable == nil then
		return 'ERROR: Failed to find Mastery Unlock data for '..skillName
	end

	local result = '{|class="wikitable"\r\n!Level!!Unlock'
	for i, unlock in Shared.skpairs(unlockTable) do
		result = result..'\r\n|-'
		result = result..'\r\n|'..unlock.level..'||'..unlock.unlock
	end
	result = result..'\r\n|}'
	return result
end

function p.getMasteryCheckpointTable(frame)
	local skillName = frame.args ~= nil and frame.args[1] or frame
	local skillID = Constants.getSkillID(skillName)
	if skillID == nil then
		return "ERROR: Failed to find a skill ID for "..skillName
	end

	if SkillData.MasteryCheckpoints[skillID] == nil then
		return 'ERROR: Failed to find Mastery Unlock data for '..skillName
	end

	local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
	local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]

	local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
	for i, bonus in Shared.skpairs(bonuses) do
		result = result..'\r\n|-'
		result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
		result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
	end
	result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
	result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
	result = result..'\r\n|}'
	return result
end

function p.getMasteryTokenTable()
	local baseTokenChance = 18500
	local masterySkills = {}

	-- Find all mastery tokens
	local masteryTokens = Items.getItems(function(item) return item.isToken ~= nil and item.skill ~= nil and item.isToken end)
	for i, item in pairs(masteryTokens) do
		local milestones = SkillData.Milestones[item.skill + 1]
		if milestones ~= nil then
			table.insert(masterySkills, {tokenRef = i, skillID = item.skill, milestoneCount = milestones})
		end
	end
	table.sort(masterySkills, function(a, b)
									if a['milestoneCount'] == b['milestoneCount'] then
										return a['skillID'] < b['skillID']
									else
										return a['milestoneCount'] > b['milestoneCount']
									end
								end)

	-- Generate output table
	local resultPart = {}
	local CCI = Items.getItem('Clue Chasers Insignia')
	local CCIIcon = Icons.Icon({'Clue Chasers Insignia', type='item', notext=true})
	if CCI == nil then return '' end

	table.insert(resultPart, '{| class="wikitable sortable"')
	table.insert(resultPart, '\r\n!rowspan="2"|Token!!rowspan="2"|Skill!!colspan="2"|Approximate Mastery Token Chance')
	table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)

	for i, m in ipairs(masterySkills) do
		local token = masteryTokens[m.tokenRef]
		local denom = math.floor(baseTokenChance / m['milestoneCount'])
		local denomCCI = Shared.round(baseTokenChance / (m['milestoneCount'] * (1 + CCI.increasedItemChance / 100)), 0, 0)

		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
		table.insert(resultPart, '\r\n|' .. Icons.Icon({Constants.getSkillName(m['skillID']), type='skill'}))
		table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
		table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
	end
	table.insert(resultPart, '\r\n|}')

	return table.concat(resultPart)
end

-- Skill unlock costs for Adventure game mode
function p.getSkillUnlockCostTable()
	local returnPart = {}
	table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')

	local accCost = 0
	for i, cost in ipairs(SkillData.SkillUnlockCosts) do
		accCost = accCost + cost
		table.insert(returnPart, '|-')
		table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
	end
	table.insert(returnPart, '|}')

	return table.concat(returnPart, '\r\n')
end

-- Accepts 1 parameter, being either:
--  'Smelting', for which a table of all bars is generated, or
--  A bar or tier name, which if valid generates a table of all smithing recipes using that bar/tier
function p.getSmithingTable(frame)
	local tableType = frame.args ~= nil and frame.args[1] or frame
	tableType = Shared.splitString(tableType, ' ')[1]
	-- Translates Smithing category names to Smithing recipe data categories
	local categoryMap = {
		['Smelting'] = 0,
		['Bronze'] = 1,
		['Iron'] = 2,
		['Steel'] = 3,
		['Mithril'] = 4,
		['Adamant'] = 5,
		['Adamantite'] = 5,
		['Rune'] = 6,
		['Runite'] = 6,
		['Dragon'] = 7,
		['Dragonite'] = 7
	}
	local categoryID = categoryMap[tableType]
	if categoryID == nil then
		return 'ERROR: Invalid Smithing category: "' .. tableType .. '"[[Category:Pages with script errors]]'
	end

	-- Build a list of recipes to be included, and a list of bars while we're at it
	-- The bar list will be used later for value/bar calculations
	local recipeList, barIDList = {}, {}
	for i, recipe in ipairs(SkillData.Smithing.Recipes) do
		if recipe.category == categoryID then
			local recipeItem = Items.getItemByID(recipe.itemID)
			if recipeItem ~= nil then
				table.insert(recipeList, { id = i, level = recipe.level, itemName = recipeItem.name, itemValue = recipeItem.sellsFor })
			end
		elseif recipe.category == 0 then
			barIDList[recipe.itemID] = true
		end
	end

	-- Generate output table
	local resultPart = {}
	table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|-class="headerRow-0"')
	table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
	--Adding value/bar for things other than smelting
	if categoryID > 0 then
		table.insert(resultPart, '!!Value/Bar')
	end

	table.sort(recipeList, function(a, b)
			if a.level ~= b.level then
				return a.level < b.level
			else
				return a.itemName < b.itemName
			end
		end)

	for i, recipeDef in ipairs(recipeList) do
		local recipe = SkillData.Smithing.Recipes[recipeDef.id]
		local totalValue = recipe.baseQuantity * recipeDef.itemValue
		-- Determine the bar quantity & build the recipe cost string
		local barQty, costString = 0, {}
		for j, itemCost in ipairs(recipe.itemCosts) do
			local costItem = Items.getItemByID(itemCost.id)
			if costItem ~= nil then
				table.insert(costString, Icons.Icon({costItem.name, type='item', qty=itemCost.qty, notext=true}))
			end
			if barIDList[itemCost.id] then
				barQty = barQty + itemCost.qty
			end
		end

		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n| ' .. Icons.Icon({recipeDef.itemName, type='item', size=50, notext=true}))
		table.insert(resultPart, '\r\n| ')
		if recipe.baseQuantity > 1 then
			table.insert(resultPart, recipe.baseQuantity .. 'x ')
		end
		table.insert(resultPart, Icons.Icon({recipeDef.itemName, type='item', noicon=true}))
		table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.level .. '"| ' .. Icons._SkillReq('Smithing', recipe.level))
		table.insert(resultPart, '\r\n|data-sort-value="' .. recipe.baseXP .. '"| ' .. Shared.formatnum(recipe.baseXP))
		table.insert(resultPart, '\r\n|data-sort-value="' .. totalValue .. '"| ' .. Icons.GP(recipeDef.itemValue))
		if recipe.baseQuantity > 1 then
			table.insert(resultPart, ' (x' .. recipe.baseQuantity .. ')')
		end
		table.insert(resultPart, '\r\n| ' .. table.concat(costString, ', '))
		if categoryID > 0 then
			local barVal, barValTxt = 0, 'N/A'
			if barQty > 0 then
				barVal = totalValue / barQty
				barTxt = Icons.GP(Shared.round(barVal, 1, 1))
			end
			table.insert(resultPart, '\r\n|data-sort-value="' .. barVal .. '"| ' .. barTxt)
		end
	end
	table.insert(resultPart, '\r\n|}')

	return table.concat(resultPart)
end

function p.getFiremakingTable(frame)
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|-class="headerRow-0"')
	table.insert(resultPart, '\r\n!colspan="2" rowspan="2"|Logs!!rowspan="2"|'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level')
	table.insert(resultPart, '!!rowspan="2"|Burn Time!!colspan="2"|Without Bonfire!!colspan="2"|With Bonfire!!rowspan="2"|Bonfire Bonus!!rowspan="2"|Bonfire Time')
	table.insert(resultPart, '\r\n|-class="headerRow-1"')
	table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')

	for i, logData in Shared.skpairs(SkillData.Firemaking) do
		local logs = Items.getItemByID(logData.logID)
		local name = logs.name
		local burnTime = logData.baseInterval / 1000
		local bonfireTime = logData.baseBonfireInterval / 1000
		local XPS = logData.baseXP / burnTime
		local XP_BF = logData.baseXP * (1 + logData.bonfireXPBonus / 100)
		local XPS_BF = XP_BF / burnTime

		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
		table.insert(resultPart, '||[['..name..']]')
		table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
		table.insert(resultPart, '||style ="text-align: right;"|'..logData.baseXP)
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
		table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.round(XPS_BF, 2, 2))
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireXPBonus..'"|'..logData.bonfireXPBonus..'%')
		table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..bonfireTime..'"|'..Shared.timeString(bonfireTime, true))
	end

	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
end

return p