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Module:Skills: Difference between revisions

From Melvor Idle
Move Farming functions to Module:Skills/Gathering
(Automate some Thieving tables/navigation)
(Move Farming functions to Module:Skills/Gathering)
(24 intermediate revisions by 3 users not shown)
Line 1: Line 1:
--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 for Magic
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Prayer for Prayer
--Module:Agility for Agility
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.
--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 = {}
Line 10: Line 18:
local ItemData = mw.loadData('Module:Items/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')


local 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
end


function p.getSkillName(skillID)
function p.getThievingNPCArea(npc)
  for skName, ID in Shared.skpairs(Constants.skill) do
if type(npc) == 'string' then
    if ID == skillID then
npc = p.getThievingNPC(npc)
      return skName
end
    end
 
  end
local result = nil
  return 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.getThievingNPCByID(ID)
function p._getThievingNPCStat(npc, statName)
  local result = Shared.clone(SkillData.Thieving[ID + 1])
local result = nil
  if result ~= nil then
 
    result.id = ID
if statName == 'level' then
  end
result = Icons._SkillReq('Thieving', npc.level)
  return result
elseif statName == 'maxHit' then
end
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


function p.getThievingNPC(name)
return result
  local result = nil
  for i, npc in pairs(SkillData.Thieving) do
    if name == npc.name then
      result = Shared.clone(npc)
      result.id = i - 1
      break
    end
  end
  return result
end
end


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


function p._getThievingNPCStat(npc, stat)
function p.getThievingSourcesForItem(itemID)
  local result = npc[stat]
local resultArray = {}
  -- Overrides below
  if stat == 'maxHit' then
    result = result * 10
  elseif stat == 'lootTable' then
    return p._formatLootTable(npc['lootTable'], 0.75)
  elseif stat == 'requirements' then
  if npc['level'] ~= nil then
    result = Icons._SkillReq('Thieving', npc['level'], true)
  else
    result = 'None'
  end
  end


  return result
local areaNPCs = {}
end
 
--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


function p._formatLootTable(lootTableIn, chanceMultIn)
--Now go through and get drop chances on each NPC if needed
  -- Expects lootTableIn to be in format {{itemID_1, itemWeight_1}, ..., {itemID_n, itemWeight_n}}
for i, npc in pairs(SkillData.Thieving.NPCs) do
  if Shared.tableCount(lootTableIn) == 0 then
local totalWt = 0
    return ''
local dropWt = 0
  end
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


  local chanceMult = (chanceMultIn or 1) * 100
--Chance of -1 on unique drops is to indicate variable chance
  local lootTable = Shared.clone(lootTableIn)
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID == itemID then
  -- Sort table from most to least common drop
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.qty, maxQty = npc.uniqueDrop.qty, wt = -1, totalWt = -1, level = npc.level})
  table.sort(lootTable, function(a, b)
end
                          if a[2] == b[2] then
                            return a[1] < b[1]
                          else
                            return a[2] > b[2]
                          end
                        end)


  local totalWeight = 0
if areaNPCs[npc.id] ~= nil then
  for i, drop in pairs(lootTable) do
table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = SkillData.Thieving.AreaUniqueChance, totalWt = 100, level = npc.level})
    totalWeight = totalWeight + drop[2]
end
  end
end
  if totalWeight == 0 then
    return ''
  end


  -- Get the length (in characters) of the largest drop chance so that they can be right aligned
for i, drop in pairs(SkillData.Thieving.RareItems) do
  local maxDropLen = string.len(Shared.round(lootTable[1][2] / totalWeight * chanceMult, 2, 2))
if drop.itemID == itemID then
  local returnPart = {}
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
  for i, drop in pairs(lootTable) do
end
    local item, itemText, dropChance = Items.getItemByID(drop[1]), nil, Shared.round(drop[2] / totalWeight * chanceMult, 2, 2)
end
    if item == nil then
      itemText = 'Unknown'
    else
      itemText = Icons.Icon({item.name, type='item'})
    end
    table.insert(returnPart, '* ' .. string.rep('&nbsp;', math.max(0, (maxDropLen - string.len(dropChance)) * 2)) .. dropChance .. '% ' .. itemText)
  end


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


function p.getThievingNPCTable()
-- Astrology
  local returnPart = {}
function p.getConstellationByID(constID)
return SkillData.Astrology.Constellations[constID]
end


  -- Create table header
function p.getConstellation(constName)
  table.insert(returnPart, '{| class="wikitable sortable stickyHeader"')
for i, const in ipairs(SkillData.Astrology.Constellations) do
  table.insert(returnPart, '|- class="headerRow-0"\r\n!Target!!Name!!' .. Icons.Icon({'Thieving', type='skill', notext=true}).. ' Level!!Experience!!Max Hit!!Max Coins')
if const.name == constName then
 
return const
  local linkOverrides = { ['Golbin'] = 'Golbin (thieving)' }
end
  -- Create row for each NPC
end
  for i, npc in Shared.skpairs(SkillData.Thieving) do
return nil
    local linkText = npc.name
end
    if linkOverrides[npc.name] ~= nil then
      linkText = linkOverrides[npc.name] .. '|' .. npc.name
    end
    table.insert(returnPart, '|-\r\n|style="text-align: left;" |' .. Icons.Icon({npc.name, type='thieving', size=50, notext=true}))
    table.insert(returnPart, '|style="text-align: left;" |[[' .. linkText .. ']]')
    table.insert(returnPart, '|style="text-align: right;" |' .. p._getThievingNPCStat(npc, 'level'))
    table.insert(returnPart, '|style="text-align: right;" |' .. p._getThievingNPCStat(npc, 'xp'))
    table.insert(returnPart, '|style="text-align: right;" |' .. p._getThievingNPCStat(npc, 'maxHit'))
    table.insert(returnPart, '|style="text-align: right;" |' .. p._getThievingNPCStat(npc, 'maxCoins'))
  end
  table.insert(returnPart, '|}')


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


function p.getThievingNavbox()
-- For a given constellation cons and modifier value modValue, generates and returns
  local returnPart = {}
-- 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


  -- Create table header
local modArray = {}
  table.insert(returnPart, '{| class="wikitable" style="text-align:center; clear:both; margin:auto; margin-bottom:1em;"')
local isSkillMod = {}
  table.insert(returnPart, '|-\r\n!' .. Icons.Icon({'Thieving', type='skill', notext=true}) .. '[[Thieving|Thieving Targets]]')
for _, modType in ipairs(modTypes) do
  table.insert(returnPart, '|-\r\n|')
for i, skillMods in ipairs(cons[modType]) do
 
local skillID = cons.skills[i]
  local npcList = {}
if skillID ~= nil then
  local linkOverrides = { ['Golbin'] = 'Golbin (thieving)' }
for j, modName in ipairs(skillMods) do
  -- Create row for each NPC
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
  for i, npc in Shared.skpairs(SkillData.Thieving) do
-- Check if modifier varies by skill, and amend the modifier value accordingly
    local linkText = npc.name
local modVal = modValue
    if linkOverrides[npc.name] ~= nil then
if Shared.contains(modText, '{SV0}') then
      linkText = linkOverrides[npc.name] .. '|' .. npc.name
isSkillMod[modName] = true
    end
modVal = {skillID, modValue}
    table.insert(npcList, Icons.Icon({npc.name, type='thieving', notext=true}) .. ' [[' .. linkText .. ']]')
end
  end
addToArray(modArray, {modName, modVal})
  table.insert(returnPart, table.concat(npcList, ' • '))
end
  table.insert(returnPart, '|}')
end
end
end


  return table.concat(returnPart, '\r\n')
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
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
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
  end


  local result = '{|class="wikitable sortable stickyHeader"'
-- Find all mastery tokens
  result = result..'\r\n|- class="headerRow-0"'
local masteryTokens = Items.getItems(function(item) return item.isToken ~= nil and item.skill ~= nil and item.isToken end)
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
for i, item in pairs(masteryTokens) do
  result = result..'!!XP!!Growth Time!!Seed Value'
local milestones = SkillData.Milestones[item.skill + 1]
  if category == 'Allotment' then
if milestones ~= nil then
    result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
table.insert(masterySkills, {tokenRef = i, skillID = item.skill, milestoneCount = milestones})
  elseif category == 'Herb' then
end
    result = result..'!!colspan="2"|Herb!!Herb Value'
end
  elseif category == 'Tree' then
table.sort(masterySkills, function(a, b)
    result = result..'!!colspan="2"|Logs!!Log Value'
if a['milestoneCount'] == b['milestoneCount'] then
  end
return a['skillID'] < b['skillID']
  result = result..'!!Seed Sources'
else
 
return a['milestoneCount'] > b['milestoneCount']
  table.sort(seedList, function(a, b) return a.farmingLevel < b.farmingLevel end)
end
end)


  for i, seed in pairs(seedList) do
-- Generate output table
    result = result..'\r\n|-'
local resultPart = {}
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
local CCI = Items.getItem('Clue Chasers Insignia')
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
local CCIIcon = Icons.Icon({'Clue Chasers Insignia', type='item', notext=true})
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
if CCI == nil then return '' end
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)


    local crop = Items.getItemByID(seed.grownItemID)
table.insert(resultPart, '{| class="wikitable sortable"')
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
table.insert(resultPart, '\r\n!rowspan="2"|Token!!rowspan="2"|Skill!!colspan="2"|Approximate Mastery Token Chance')
    if category == 'Allotment' then
table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)
      result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
    end
    result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
    result = result..'||'..ItemSourceTables._getItemSources(seed)
  end


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


function p.getFarmingTable(frame)
table.insert(resultPart, '\r\n|-')
  local category = frame.args ~= nil and frame.args[1] or frame
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 p._getFarmingTable(category)
return table.concat(resultPart)
end
end


function p.getFarmingFoodTable(frame)
-- Skill unlock costs for Adventure game mode
  local result = '{| class="wikitable sortable stickyHeader"'
function p.getSkillUnlockCostTable()
  result = result..'\r\n|- class="headerRow-0"'
local returnPart = {}
  result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
  result = result..'!!Healing!!Value'
 
  local itemArray = Items.getItems(function(item) return item.grownItemID ~= nil end)
 
  table.sort(itemArray, function(a, b) return a.farmingLevel < b.farmingLevel end)
 
  for i, item in Shared.skpairs(itemArray) do
    local crop = Items.getItemByID(item.grownItemID)
    if crop.healsFor ~= nil and crop.healsFor > 0 then
      result = result..'\r\n|-'
      result = result..'\r\n|'..Icons.Icon({crop.name, type='item', notext='true', size='50'})..'||[['..crop.name..']]'
      result = result..'||style="text-align:right;"|'..item.farmingLevel
      result = result..'||style="text-align:right" data-sort-value="'..crop.healsFor..'"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..(crop.healsFor * 10)
      result = result..'||style="text-align:right" data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
    end
  end


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


function p.getFarmingPlotTable(frame)
-- Accepts 1 parameter, being either:
  local areaName = frame.args ~= nil and frame.args[1] or frame
--  'Smelting', for which a table of all bars is generated, or
  local patches = nil
--  A bar or tier name, which if valid generates a table of all smithing recipes using that bar/tier
  for i, area in Shared.skpairs(SkillData.Farming.Patches) do
function p.getSmithingTable(frame)
    if area.areaName == areaName then
local tableType = frame.args ~= nil and frame.args[1] or frame
      patches = area.patches
tableType = Shared.splitString(tableType, ' ')[1]
      break
-- Translates Smithing category names to Smithing recipe data categories
    end
local categoryMap = {
  end
['Smelting'] = 0,
  if patches == nil then
['Bronze'] = 1,
    return "ERROR: Invalid area name.[[Category:Pages with script errors"
['Iron'] = 2,
  end
['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


  local result = '{|class="wikitable"'
-- Build a list of recipes to be included, and a list of bars while we're at it
  result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'
-- 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


  for i, patch in Shared.skpairs(patches) do
-- Generate output table
    result = result..'\r\n|-\r\n|'..i
local resultPart = {}
    result = result..'||style="text-align:right;" data-sort-value="0"|'..patch.level
table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
    if patch.cost == 0 then
table.insert(resultPart, '\r\n|-class="headerRow-0"')
      result = result..'||Free'
table.insert(resultPart, '\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients')
    else
--Adding value/bar for things other than smelting
      result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
if categoryID > 0 then
    end
table.insert(resultPart, '!!Value/Bar')
  end
end


  result = result..'\r\n|}'
table.sort(recipeList, function(a, b)
  return result
if a.level ~= b.level then
end
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.getSmithingTable(frame)
function p.getFiremakingTable(frame)
  local tableType = frame.args ~= nil and frame.args[1] or frame
local resultPart = {}
  local bar = nil
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
  if tableType ~= 'Smelting' then
table.insert(resultPart, '\r\n|-class="headerRow-0"')
    bar = Items.getItem(tableType)
table.insert(resultPart, '\r\n!colspan="2" rowspan="2"|Logs!!rowspan="2"|'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level')
    if bar == nil then
table.insert(resultPart, '!!rowspan="2"|Burn Time!!colspan="2"|Without Bonfire!!colspan="2"|With Bonfire!!rowspan="2"|Bonfire Bonus!!rowspan="2"|Bonfire Time')
      return 'ERROR: Could not find an item named '..tableType..' to build a smithing table with'
table.insert(resultPart, '\r\n|-class="headerRow-1"')
    elseif bar.type ~= 'Bar' then
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')
      return 'ERROR: '..tableType.." is not a bar and thus can't be used for smithing"
    end
  end


  local smithList = {}
for i, logData in Shared.skpairs(SkillData.Firemaking) do
  for i, item in pairs(ItemData.Items) do
local logs = Items.getItemByID(logData.logID)
    if item.smithingLevel ~= nil then
local name = logs.name
      if tableType == 'Smelting' then
local burnTime = logData.baseInterval / 1000
        if item.type == 'Bar' then
local bonfireTime = logData.baseBonfireInterval / 1000
          table.insert(smithList, item)
local XPS = logData.baseXP / burnTime
        end
local XP_BF = logData.baseXP * (1 + logData.bonfireXPBonus / 100)
      else
local XPS_BF = XP_BF / burnTime
        for j, req in pairs(item.smithReq) do
          if req.id == bar.id then
            table.insert(smithList, item)
          end
        end
      end
    end
  end
 
  local result = '{|class="wikitable sortable stickyHeader"'
  result = result..'\r\n|-class="headerRow-0"'
  result = result..'\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients'
  --Adding value/bar for things other than smelting
  if bar ~= nil then result = result..'!!Value/Bar' end
 
  table.sort(smithList, function(a, b)
                          if a.smithingLevel ~= b.smithingLevel then
                            return a.smithingLevel < b.smithingLevel
                          else
                            return a.name < b.name
                          end end)
  for i, item in Shared.skpairs(smithList) do
    result = result..'\r\n|-'
    result = result..'\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true})..'||'
    local qty = item.smithingQty ~= nil and item.smithingQty or 1
    if qty > 1 then
      result = result..item.smithingQty..'x '
    end
    result = result..'[['..item.name..']]'
    result = result..'||data-sort-value="'..item.smithingLevel..'"|'..Icons._SkillReq('Smithing', item.smithingLevel)
    result = result..'||'..item.smithingXP
    local totalValue = item.sellsFor * qty
    result = result..'||data-sort-value="'..totalValue..'"|'..Icons.GP(item.sellsFor)
    if qty > 1 then
      result = result..' (x'..qty..')'
    end
    result = result..'||'
    local barQty = 0
    for i, mat in Shared.skpairs(item.smithReq) do
      matItem = Items.getItemByID(mat.id)
      if i > 1 then result = result..', ' end
      result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty, notext=true})
      if bar ~= nil and mat.id == bar.id then
        barQty = mat.qty
      end
    end
    --Add the data for the value per bar
    if bar ~= nil then
      if barQty == 0 then
        result = result..'||data-sort-value="0"|N/A'
      else
        local barVal = totalValue / barQty
        result = result..'||data-sort-value="'..barVal..'"|'..Icons.GP(Shared.round(barVal, 1, 1))
      end
    end
  end
 
  result = result..'\r\n|}'
  return result
end
 
function p.getFiremakingTable(frame)
  local result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|-class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Logs!!'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level'
  result = result..'!!XP!!Burn Time!!XP/s!!Bonfire Bonus!!Bonfire Time'


  for i, logData in Shared.skpairs(SkillData.Firemaking) do
table.insert(resultPart, '\r\n|-')
    result = result..'\r\n|-'
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
    local name = Shared.titleCase(logData.type..' Logs')
table.insert(resultPart, '||[['..name..']]')
    result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true})
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
    result = result..'||[['..name..']]'
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
    result = result..'||style ="text-align: right;"|'..logData.level
table.insert(resultPart, '||style ="text-align: right;"|'..logData.baseXP)
    result = result..'||style ="text-align: right;"|'..logData.xp
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
    local burnTime = logData.interval / 1000
table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))
    local XPS = logData.xp / burnTime
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.round(XPS_BF, 2, 2))
    result = result..'||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true)
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireXPBonus..'"|'..logData.bonfireXPBonus..'%')
    result = result..'||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2)
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..bonfireTime..'"|'..Shared.timeString(bonfireTime, true))
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireBonus..'"|'..logData.bonfireBonus..'%'
end
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireInterval..'"|'..Shared.timeString(logData.bonfireInterval / 1000, true)
  end


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


return p
return p