Module:Skills: Difference between revisions

Adjusted the appearance of the Lesser Relics table
(Moving p.getMiningOresTable to Skills/Gathering)
(Adjusted the appearance of the Lesser Relics table)
 
(63 intermediate revisions by 4 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 = {}
local ItemData = mw.loadData('Module:Items/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 GameData = require('Module:GameData')
local SkillData = GameData.skillData
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}
-- Given a skill ID, returns the key for that skill's recipe data.
-- If the skill has no recipes (e.g. is a combat skill) then the
-- return value is nil
function p.getSkillRecipeKey(skillID)
-- Convert skillID to local ID if not already
local ns, localSkillID = GameData.getLocalID(skillID)
local recipeIDs = {
["Woodcutting"] = 'trees',
["Fishing"] = 'fish',
["Firemaking"] = 'logs',
["Mining"] = 'rockData',
["Thieving"] = 'npcs',
["Agility"] = 'obstacles',
["Cooking"] = 'recipes',
["Smithing"] = 'recipes',
["Farming"] = 'recipes',
["Summoning"] = 'recipes',
["Fletching"] = 'recipes',
["Crafting"] = 'recipes',
["Runecrafting"] = 'recipes',
["Herblore"] = 'recipes',
["Astrology"] = 'recipes'
}
return recipeIDs[localSkillID]
end
 
-- Given a skill ID & recipe, returns the skill level requirement for
-- that recipe. If the level could not be determined, then the return
-- value is nil
function p.getRecipeLevel(skillID, recipe)
-- Convert skillID to local ID if not already
local ns, localSkillID = GameData.getLocalID(skillID)
if localSkillID == 'Agility' then
-- For Agility, level is derived from obstacle category
if recipe.category ~= nil then
-- Obstacle
return SkillData.Agility.obstacleUnlockLevels[recipe.category+1]
else
-- Pillar
local nsR, localRecipeID = GameData.getLocalID(recipe.id)
if localRecipeID ~= nil then
if string.find(localRecipeID, '^Pillar') ~= nil then
return 99
elseif string.find(localRecipeID, '^ElitePillar') ~= nil then
return 120
end
end
end
else
-- For all other skills, the recipe should have a level property
return recipe.level
end
end
 
-- Thieving
function p.getThievingNPCByID(npcID)
return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
end
 
function p.getThievingNPC(npcName)
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
end
 
function p.getThievingNPCArea(npc)
for i, area in ipairs(SkillData.Thieving.areas) do
for j, npcID in ipairs(area.npcIDs) do
if npcID == npc.id then
return area
end
end
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 Shared.printError('Invalid Thieving NPC ' .. npcName)
end


function p.getSkillID(skillName)
return p._getThievingNPCStat(npc, statName)
  for skName, ID in Shared.skpairs(Constants.skill) do
    if skName == skillName then
      return ID
    end
  end
  return nil
end
end


function p.getSkillName(skillID)
function p.getThievingSourcesForItem(itemID)
  for skName, ID in Shared.skpairs(Constants.skill) do
local resultArray = {}
    if ID == skillID then
local areaNPCs = {}
      return skName
 
    end
--First check area unique drops
  end
--If an area drops the item, add all the NPC ids to the list so we can add them later
  return nil
for i, area in pairs(SkillData.Thieving.areas) do
for j, drop in pairs(area.uniqueDrops) do
if drop.id == itemID then
for k, npcID in ipairs(area.npcIDs) do
areaNPCs[npcID] = { qty = drop.quantity, area = area }
end
break
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 = { min = 0, max = 0 }
for j, drop in ipairs(npc.lootTable) do
totalWt = totalWt + drop.weight
if drop.itemID == itemID then
dropWt = drop.weight
dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
end
end
if dropWt > 0 then
table.insert(resultArray, {npc = npc.name, minQty = dropQty.min, maxQty = dropQty.max, wt = dropWt * SkillData.Thieving.itemChance, totalWt = totalWt * 100, level = npc.level, npcID = npc.id, type = 'npc'})
end
 
--Chance of -1 on unique drops is to indicate variable chance
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.quantity, maxQty = npc.uniqueDrop.quantity, wt = -1, totalWt = -1, level = npc.level, npcID = npc.id, type = 'npcUnique'})
end
 
local areaNPC = areaNPCs[npc.id]
if areaNPC ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = areaNPC.qty, maxQty = areaNPC.qty, wt = SkillData.Thieving.baseAreaUniqueChance, totalWt = 100, level = npc.level, npcID = npc.id, area = areaNPC.area, type = 'areaUnique'})
end
end
 
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
if drop.itemID == itemID then
if drop.npcs == nil then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1, npcID = itemID, type = 'generalRare'})
else
for j, npcID in ipairs(drop.npcs) do
local npc = p.getThievingNPCByID(npcID)
if npc ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = npc.level, npcID = npc.id, type = 'generalRare'})
end
end
end
end
end
 
return resultArray
end
end


-- Astrology
function p.getConstellationByID(constID)
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end
function p.getConstellation(constName)
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
end
function p.getConstellations(checkFunc)
return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
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 masteryReq = {
['standardModifiers'] = { 1, 40, 80 },
['uniqueModifiers'] = { 20, 60, 99 }
}
local modArray = {}
local isSkillMod = {}
--Adding a Group Number to hold together different bonuses from the same modifier [Falterfire 22/10/27]
local groupNum = 0
for _, modType in ipairs(modTypes) do
for i, modTypeData in ipairs(cons[modType]) do
groupNum = masteryReq[modType][i]
local modVal = nil
if modValue ~= nil then
modVal = modValue
else
modVal = modTypeData.incrementValue * modTypeData.maxCount
end
for j, modifier in ipairs(modTypeData.modifiers) do
local modEntry = (modifier.skill ~= nil and { skillID = modifier.skill, value = modVal }) or modVal
addToArray(modArray, {modifier.key, modEntry, group = groupNum})
end
end
end
if asKeyValue then
local modArrayKV = {}
for i, modDefn in ipairs(modArray) do
local modName, modVal = modDefn[1], modDefn[2]
local isSkill = type(modVal) == 'table' and modVal.skillID ~= nil
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 Shared.printError('Failed to find a skill ID for ' .. skillName)
  end
end


  local unlockTable = SkillData.MasteryUnlocks[skillID]
local _, localSkillID = GameData.getLocalID(skillID)
  if unlockTable == nil then
-- Clone so that we can sort by level
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
local unlockTable = Shared.clone(SkillData[localSkillID].masteryLevelUnlocks)
  end
if unlockTable == nil then
return Shared.printError('Failed to find Mastery Unlock data for ' .. skillName)
end
table.sort(unlockTable, function(a, b) return (a.level == b.level and a.descriptionID < b.descriptionID) or a.level < b.level 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 ipairs(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.description
  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 Shared.printError('Failed to find a skill ID for ' .. skillName)
  end
end
 
local _, localSkillID = GameData.getLocalID(skillID)
local checkpoints = SkillData[localSkillID].masteryCheckpoints
if checkpoints == nil then
return Shared.printError('Failed to find Mastery Unlock data for ' .. skillName)
end
 
local totalPoolXP = SkillData[localSkillID].baseMasteryPoolCap
local checkpointPct = GameData.rawData.masteryCheckpoints
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
for i, checkpointDesc in ipairs(checkpoints) do
result = result..'\r\n|-'
result = result..'\r\n|'..checkpointPct[i]..'%||'
result = result..Shared.formatnum(math.floor(totalPoolXP * checkpointPct[i] / 100))..' xp||'..checkpointDesc
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


  if SkillData.MasteryCheckpoints[skillID] == nil then
function p.getMasteryTokenTable()
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
-- Defines which skill levels should be included within the output
  end
local skillLevels = {
{
["id"] = 'Base',
["level"] = 99,
["description"] = '[[Full Version|Base Game]] (Level 99)'
}, {
["id"] = 'TotH',
["level"] = 120,
["description"] = Icons.TotH() .. ' [[Throne of the Herald Expansion|Throne of the Herald]] (Level 120)'
}
}
local baseTokenChance = 18500
local masteryActionCount = {}
local CCI_ID = 'melvorD:Clue_Chasers_Insignia'
local CCI = Items.getItemByID(CCI_ID)
if CCI == nil then
return Shared.printError('Failed to find item with ID ' .. CCI_ID)
end


  local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
-- Iterate over each skill with mastery, determining the number of
  local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
-- mastery actions for each
for skillLocalID, skill in pairs(SkillData) do
if skill.masteryTokenID ~= nil then
local actCount = { ["skill"] = skill }
for i, levelDef in ipairs(skillLevels) do
actCount[levelDef.id] = 0
end


  local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
local recipeKey = p.getSkillRecipeKey(skillLocalID)
  for i, bonus in Shared.skpairs(bonuses) do
if recipeKey ~= nil then
    result = result..'\r\n|-'
local recipeData = skill[recipeKey]
    result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
for i, recipe in ipairs(recipeData) do
    result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
if recipe.noMastery == nil or not recipe.noMastery then
  end
local skillLevel = p.getRecipeLevel(skillLocalID, recipe)
  result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
if skillLevel ~= nil then
  result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
for j, levelDef in ipairs(skillLevels) do
  result = result..'\r\n|}'
if skillLevel <= levelDef.level then
  return result
actCount[levelDef.id] = actCount[levelDef.id] + 1
end
end
end
end
end
end
end
table.insert(masteryActionCount, actCount)
end
end


function p._getFarmingTable(category)
local firstID = skillLevels[1].id
  local seedList = {}
table.sort(masteryActionCount,
  if category == 'Allotment' or category == 'Herb' or category == 'Tree' then
function(a, b)
    seedList = Items.getItems(function(item) return item.tier == category end)
if a[firstID] == b[firstID] then
  else
return a.skill.name < b.skill.name
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
else
  end
return a[firstID] > b[firstID]
end
end)
-- Generate output table
local resultPart = {}
local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})
local columnPairs = Shared.tableCount(skillLevels)


  local result = '{|class="wikitable sortable stickyHeader"'
-- Generate header
  result = result..'\r\n|- class="headerRow-0"'
table.insert(resultPart, '{| class="wikitable sortable"')
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
table.insert(resultPart, '\n!rowspan="3"|Token!!rowspan="3"|Skill!!colspan="' .. columnPairs * 2 .. '"|Approximate Mastery Token Chance')
  result = result..'!!XP!!Growth Time!!Seed Value'
table.insert(resultPart, '\n|-')
  if category == 'Allotment' then
for i, levelDef in ipairs(skillLevels) do
    result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
table.insert(resultPart, '\n!colspan="2"| ' .. levelDef.description)
  elseif category == 'Herb' then
end
    result = result..'!!colspan="2"|Herb!!Herb Value'
table.insert(resultPart, '\n|-' .. string.rep('\n!Without ' .. CCIIcon .. '\n!With ' .. CCIIcon, columnPairs))
  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, rowData in ipairs(masteryActionCount) do
    result = result..'\r\n|-'
local token = Items.getItemByID(rowData.skill.masteryTokenID)
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
table.insert(resultPart, '\n|-')
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
table.insert(resultPart, '\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
table.insert(resultPart, '\n|' .. Icons.Icon({rowData.skill.name, type='skill'}))
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)


    local crop = Items.getItemByID(seed.grownItemID)
for j, levelDef in ipairs(skillLevels) do
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
local actCount = rowData[levelDef.id]
    if category == 'Allotment' then
local denom, denomCCI = 0, 0
      result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
if actCount > 0 then
    end
denom = math.floor(baseTokenChance / actCount)
    result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
denomCCI = Shared.round(baseTokenChance / (actCount * (1 + CCI.modifiers.increasedOffItemChance / 100)), 0, 0)
    result = result..'||'..ItemSourceTables._getItemSources(seed)
end
  end
table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
end
end
table.insert(resultPart, '\n|}')


  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 advMode = GameData.getEntityByID('gamemodes', 'melvorF:Adventure')
if advMode ~= nil then
local unlockCount = Shared.tableCount(GameData.skillData) - Shared.tableCount(advMode.startingSkills)
local costLength = Shared.tableCount(advMode.skillUnlockCost)
local returnPart = {}
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')


  return p._getFarmingTable(category)
local accCost = 0
for i = 1, unlockCount, 1 do
local cost = advMode.skillUnlockCost[math.min(i, costLength)]
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
end


function p.getPotionNavbox(frame)
function p.getFiremakingTable(frame)
  --•
local resultPart = {}
  local result = '{| class="wikitable" style="margin:auto; clear:both; width: 100%"'
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
  result = result..'\r\n!colspan=2|'..Icons.Icon({'Herblore', 'Potions', type='skill'})
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')


  local CombatPots = {}
for i, logData in ipairs(SkillData.Firemaking.logs) do
  local SkillPots = {}
local logs = Items.getItemByID(logData.logID)
  for i, potData in Shared.skpairs(SkillData.Herblore.ItemData) do
local name = logs.name
    if potData.category == 0 then
local burnTime = logData.baseInterval / 1000
      table.insert(CombatPots, Icons.Icon({potData.name, type='item', img=(potData.name..' I')}))
local bonfireTime = logData.baseBonfireInterval / 1000
    else
local XPS = logData.baseExperience / burnTime
      if potData.name == 'Bird Nests Potion' then
local XP_BF = logData.baseExperience * (1 + logData.bonfireXPBonus / 100)
        table.insert(SkillPots, Icons.Icon({"Bird Nest Potion", type='item', img="Bird Nest Potion I"}))
local XPS_BF = Shared.round(XP_BF / burnTime, 2, 2)
      else
XP_BF = Shared.round(XP_BF, 2, 0)
        table.insert(SkillPots, Icons.Icon({potData.name, type='item', img=(potData.name..' I')}))
      end
    end
  end


  result = result..'\r\n|-\r\n!Combat Potions\r\n|class="center" style="vertical-align:middle;"'
table.insert(resultPart, '\r\n|-')
  result = result..'|'..table.concat(CombatPots, ' ')
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
  result = result..'\r\n|-\r\n!Skill Potions\r\n|class="center" style="vertical-align:middle;"'
table.insert(resultPart, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
  result = result..'|'..table.concat(SkillPots, ' ')
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
  result = result..'\r\n|}'
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
  return result
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="' .. logData.baseExperience .. '"| ' .. Shared.formatnum(logData.baseExperience))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.formatnum(Shared.round(XPS, 2, 2)))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="' .. XP_BF .. '"| ' .. Shared.formatnum(XP_BF))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.formatnum(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
end


function p.getSmithingTable(frame)
function p.getAncientRelicsTable(frame)
  local tableType = frame.args ~= nil and frame.args[1] or frame
local skillName = frame.args ~= nil and frame.args[1] or frame
  local bar = nil
local skillID = nil
  if tableType ~= 'Smelting' then
if skillName ~= nil and skillName ~= '' then
    bar = Items.getItem(tableType)
skillID = Constants.getSkillID(skillName)
    if bar == nil then
if skillID == nil then
      return 'ERROR: Could not find an item named '..tableType..' to build a smithing table with'
return Shared.printError('Failed to find a skill ID for ' .. skillName)
    elseif bar.type ~= 'Bar' then
end
      return 'ERROR: '..tableType.." is not a bar and thus can't be used for smithing"
end
    end
  end


  local smithList = {}
local resultPart = {}
  for i, item in pairs(ItemData.Items) do
table.insert(resultPart, '{| class="wikitable sortable stickyHeader lighttable"')
    if item.smithingLevel ~= nil then
table.insert(resultPart, '\n|-class="headerRow-0"')
      if tableType == 'Smelting' then
table.insert(resultPart, '\n|-\n!colspan="2"|Skill\n!Relic\n!Modifiers')
        if item.type == 'Bar' then
          table.insert(smithList, item)
        end
      else
        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"'
local relics = GameData.getEntities('ancientRelics',
  result = result..'\r\n|-class="headerRow-0"'
function(relic)
  result = result..'\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients'
return skillID == nil or relic.skillID == skillID
  --Adding value/bar for things other than smelting
end)
  if bar ~= nil then result = result..'!!Value/Bar' end
table.sort(relics,
function (a, b)
local skillNameA, skillNameB = Constants.getSkillName(a.skillID), Constants.getSkillName(b.skillID)
if skillNameA == skillNameB then
-- Order by numbers at the end of relic IDs
-- Relics have a 'number' property, but this appears to contain duplicates
return string.sub(a.id, string.len(a.id)) < string.sub(b.id, string.len(b.id))
else
return skillNameA < skillNameB
end
end)


  table.sort(smithList, function(a, b)
local function appendSkillRows(resultTable, rowTable, relicCount, skillID)
                          if a.smithingLevel ~= b.smithingLevel then
local skillName = Constants.getSkillName(skillID)
                            return a.smithingLevel < b.smithingLevel
table.insert(resultTable, '\n|-\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', notext=true, size=50}))
                          else
table.insert(resultTable, '\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', noicon=true}))
                            return a.name < b.name
table.insert(resultTable, table.concat(rowTable))
                          end 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|}'
local skillRelicCount, currentSkillID, tablePart = 0, nil, {}
  return result
for i, relic in ipairs(relics) do
if currentSkillID == nil then
currentSkillID = relic.skillID
elseif relic.skillID ~= currentSkillID then
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
tablePart = {}
currentSkillID = relic.skillID
skillRelicCount = 0
end
 
skillRelicCount = skillRelicCount + 1
if skillRelicCount > 1 then
table.insert(tablePart, '\n|-')
end
table.insert(tablePart, '\n| ' .. skillRelicCount .. '\n| ' .. Constants.getModifiersText(relic.modifiers))
end
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
table.insert(resultPart, '\n|}')
 
return table.concat(resultPart)
end
end


function p.getFiremakingTable(frame)
function p.getLesserRelicsTable(frame)
  local result = '{| class="wikitable sortable stickyHeader"'
local lesserRelics = {}
  result = result..'\r\n|-class="headerRow-0"'
-- Iterate over each skill with a global rare drop then check
  result = result..'\r\n!colspan="2"|Logs!!'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level'
-- if the skill has a Lesser Relic drop
  result = result..'!!XP!!Burn Time!!XP/s!!Bonfire Bonus!!Bonfire Time'
for skillLocalID, skill in pairs(SkillData) do
if skill.rareDrops ~= nil then
for i, drops in pairs(skill.rareDrops) do
if string.match(drops.itemID, '_Lesser_Relic') then
table.insert(lesserRelics, Items.getItemByID(drops.itemID))
end
end
end
end
table.sort(lesserRelics, function(a, b) return a.name < b.name end)


  for i, logData in Shared.skpairs(SkillData.Firemaking) do
-- Create the Table
    result = result..'\r\n|-'
local resultTable = mw.html.create('table')
    local name = Shared.titleCase(logData.type..' Logs')
resultTable:addClass('wikitable sortable')
    result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true})
resultTable:tag('tr'):addClass('headerRow-0')
    result = result..'||'..name
:tag('th'):wikitext('Icon')
    result = result..'||style ="text-align: right;"|'..logData.level
:tag('th'):wikitext('Lesser Relic')
    result = result..'||style ="text-align: right;"|'..logData.xp
:tag('th'):wikitext('Modifiers')
    local burnTime = logData.interval / 1000
    local XPS = logData.xp / burnTime
    result = result..'||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true)
    result = result..'||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2)
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireBonus..'"|'..logData.bonfireBonus..'%'
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireInterval..'"|'..Shared.timeString(logData.bonfireInterval / 1000, true)
  end


  result = result..'\r\n|}'
for _, relic in ipairs(lesserRelics) do
  return result
local tr = mw.html.create('tr')
tr:tag('td'):wikitext(Icons.Icon({relic.name, type='item', size='50', notext=true}))
tr:tag('td'):wikitext(Icons.Icon({relic.name, type='item', noicon=true}))
tr:tag('td'):wikitext(Constants.getModifiersText(relic.modifiers))
resultTable:node(tr)
end
return resultTable
end
end


return p
return p
463

edits