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Module:Skills: Difference between revisions

From Melvor Idle
Move Farming functions to Module:Skills/Gathering
(Update for v1.0.3)
(Move Farming functions to Module:Skills/Gathering)
(One intermediate revision by the same user 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 for Magic
--Module:Magic for Magic
Line 18: Line 22:
local Constants = require('Module:Constants')
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}


-- 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)
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
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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
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
result = result..'\r\n|-'
result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
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)
result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
if category == 'Allotment' then
result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
end
end
result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
result = result..'||'..ItemSourceTables._getItemSources(seed)
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)


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


function p.getFarmingTable(frame)
table.insert(resultPart, '{| class="wikitable sortable"')
local category = frame.args ~= nil and frame.args[1] or frame
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)


return p._getFarmingTable(category)
for i, m in ipairs(masterySkills) do
end
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)


function p.getFarmingFoodTable(frame)
table.insert(resultPart, '\r\n|-')
local result = '{| class="wikitable sortable stickyHeader"'
table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
result = result..'\r\n|- class="headerRow-0"'
table.insert(resultPart, '\r\n|' .. Icons.Icon({Constants.getSkillName(m['skillID']), type='skill'}))
result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
result = result..'!!Healing!!Value'
table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
 
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
end
table.insert(resultPart, '\r\n|}')


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


function p.getFarmingPlotTable(frame)
-- Skill unlock costs for Adventure game mode
local areaName = frame.args ~= nil and frame.args[1] or frame
function p.getSkillUnlockCostTable()
local patches = nil
local returnPart = {}
for i, area in Shared.skpairs(SkillData.Farming.Patches) do
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
if area.areaName == areaName then
patches = area.patches
break
end
end
if patches == nil then
return "ERROR: Invalid area name.[[Category:Pages with script errors]]"
end


local result = '{|class="wikitable"'
local accCost = 0
result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'
for i, cost in ipairs(SkillData.SkillUnlockCosts) do
 
accCost = accCost + cost
for i, patch in Shared.skpairs(patches) do
table.insert(returnPart, '|-')
result = result..'\r\n|-\r\n|'..i
table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
result = result..'||style="text-align:right;" data-sort-value="' .. patch.level .. '"|'..patch.level
if patch.cost == 0 then
result = result..'||Free'
else
result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
end
end
end
table.insert(returnPart, '|}')


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


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


return p
return p