Module:Skills: Difference between revisions

Adjusted the appearance of the Lesser Relics table
(moved getPotionNavbox to Module:Navboxes)
(Adjusted the appearance of the Lesser Relics table)
 
(48 intermediate revisions by 3 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 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


function p.getSkillID(skillName)
-- Given a skill ID & recipe, returns the skill level requirement for
  for skName, ID in Shared.skpairs(Constants.skill) do
-- that recipe. If the level could not be determined, then the return
    if skName == skillName then
-- value is nil
      return ID
function p.getRecipeLevel(skillID, recipe)
    end
-- Convert skillID to local ID if not already
  end
local ns, localSkillID = GameData.getLocalID(skillID)
  return nil
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
end


function p.getSkillName(skillID)
-- Thieving
  for skName, ID in Shared.skpairs(Constants.skill) do
function p.getThievingNPCByID(npcID)
    if ID == skillID then
return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
      return skName
    end
  end
  return nil
end
end


function p.getThievingNPCByID(ID)
function p.getThievingNPC(npcName)
  local result = Shared.clone(SkillData.Thieving[ID + 1])
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
  if result ~= nil then
    result.id = ID
  end
  return result
end
end


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


function p.getThievingNPCStat(frame)
function p._getThievingNPCStat(npc, statName)
  local args = frame.args ~= nil and frame.args or frame
local result = nil
  local npcName = args[1]
 
  local statName = args[2]
if statName == 'level' then
  local npc = p.getThievingNPC(npcName)
result = Icons._SkillReq('Thieving', npc.level)
  if npc == nil then
elseif statName == 'maxHit' then
    return 'ERROR: Failed to find Thieving NPC with name ' .. name .. '[[Category:Pages with script errors]]'
result = npc.maxHit * 10
  end
elseif statName == 'area' then
 
local area = p.getThievingNPCArea(npc)
  return p._getThievingNPCStat(npc, statName)
result = area.name
else
result = npc[statName]
end
 
if result == nil then
result = ''
end
 
return result
end
end


function p._getThievingNPCStat(npc, stat)
function p.getThievingNPCStat(frame)
  local itemDropChance = 0.75
local npcName = frame.args ~= nil and frame.args[1] or frame[1]
  local result = npc[stat]
local statName = frame.args ~= nil and frame.args[2] or frame[2]
  -- Overrides below
local npc = p.getThievingNPC(npcName)
  if stat == 'maxHit' then
if npc == nil then
    result = result * 10
return Shared.printError('Invalid Thieving NPC ' .. npcName)
  elseif stat == 'lootList' then
end
    return p._formatLootTable(npc['lootTable'], itemDropChance, true)
  elseif stat == 'lootTable' then
    return p._formatLootTable(npc['lootTable'], itemDropChance, false)
  elseif stat == 'requirements' then
    if npc['level'] ~= nil then
      result = Icons._SkillReq('Thieving', npc['level'], true)
    else
      result = 'None'
    end
  elseif (stat == 'lootValue' or stat == 'pickpocketValue') then
    if stat == 'pickpocketValue' then
      local itemBP = Items.getItem("Bobby's Pocket")
      result = (1 + npc['maxCoins']) / 2 + itemBP.sellsFor * (1 / 120)
    else
      result = 0
    end
    result = Shared.round(result + p._getLootTableValue(npc['lootTable']) * itemDropChance, 2, 2)
  elseif stat == 'pageName' then
    local linkOverrides = { ['Golbin'] = 'Golbin (thieving)' }
    result = (linkOverrides[npc['name']] ~= nil and linkOverrides[npc['name']]) or npc['name']
  end


  return result
return p._getThievingNPCStat(npc, statName)
end
end


function p._getLootTableValue(lootTable)
function p.getThievingSourcesForItem(itemID)
  -- Calculates the average GP value of a given loot table
local resultArray = {}
  -- Expects lootTableIn to be in format {{itemID_1, itemWeight_1}, ..., {itemID_n, itemWeight_n}}
local areaNPCs = {}
  if Shared.tableCount(lootTable) == 0 then
 
    return 0
--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
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


  local totalWeight = 0
--Now go through and get drop chances on each NPC if needed
  for i, drop in pairs(lootTable) do
for i, npc in pairs(SkillData.Thieving.npcs) do
    totalWeight = totalWeight + drop[2]
local totalWt = 0
  end
local dropWt = 0
  if totalWeight == 0 then
local dropQty = { min = 0, max = 0 }
    return 0
for j, drop in ipairs(npc.lootTable) do
  end
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


  local avgValue = 0
--Chance of -1 on unique drops is to indicate variable chance
  for i, drop in pairs(lootTable) do
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
    local item = Items.getItemByID(drop[1])
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'})
    if item ~= nil then
end
      avgValue = avgValue + item.sellsFor * (drop[2] / totalWeight)
    end
  end
 
  return avgValue
end


function p._formatLootTable(lootTableIn, chanceMultIn, asList)
local areaNPC = areaNPCs[npc.id]
  -- Expects lootTableIn to be in format {{itemID_1, itemWeight_1}, ..., {itemID_n, itemWeight_n}}
if areaNPC ~= nil then
  if Shared.tableCount(lootTableIn) == 0 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'})
    return ''
end
  end
end


  local chanceMult = (chanceMultIn or 1) * 100
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
  local lootTable = Shared.clone(lootTableIn)
if drop.itemID == itemID then
  -- Sort table from most to least common drop
if drop.npcs == nil then
  table.sort(lootTable, function(a, b)
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'})
                          if a[2] == b[2] then
else
                            return a[1] < b[1]
for j, npcID in ipairs(drop.npcs) do
                          else
local npc = p.getThievingNPCByID(npcID)
                            return a[2] > b[2]
if npc ~= nil then
                          end
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
end


  local totalWeight = 0
return resultArray
  for i, drop in pairs(lootTable) do
end
    totalWeight = totalWeight + drop[2]
  end
  if totalWeight == 0 then
    return ''
  end


  -- Get the length (in characters) of the largest drop chance so that they can be right aligned
-- Astrology
  -- [4/16/21]: Adding info for no drop
function p.getConstellationByID(constID)
  local maxDropLen = math.max(string.len(Shared.round(100 - chanceMult, 2, 2)), string.len(Shared.round(lootTable[1][2] / totalWeight * chanceMult, 2, 2)))
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end


  local returnPart = {}
function p.getConstellation(constName)
  -- Generate header
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
  if asList then
end
    if chanceMult < 100 then
      table.insert(returnPart, '* ' .. string.rep('&nbsp;', math.max(0, (maxDropLen - string.len(Shared.round(100 - chanceMult, 2, 2))) * 2)) .. Shared.round(100 - chanceMult, 2, 2) .. '% No Item')
    end
  else
    table.insert(returnPart, '{|class="wikitable sortable"\r\n!Item!!Price!!colspan="2"|Chance')
  end
  -- Generate row for each item
  for i, drop in pairs(lootTable) do
    local item, itemText, sellsFor, dropChance = Items.getItemByID(drop[1]), 'Unknown', 0, Shared.round(drop[2] / totalWeight * chanceMult, 2, 2)
    if item ~= nil then
      itemText, sellsFor = Icons.Icon({item.name, type='item'}), item.sellsFor
    end
    if asList then
      table.insert(returnPart, '* ' .. string.rep('&nbsp;', math.max(0, (maxDropLen - string.len(dropChance)) * 2)) .. dropChance .. '% ' .. itemText)
    else
      table.insert(returnPart, '|-\r\n|' .. itemText)
      table.insert(returnPart, '|style="text-align:right;" data-sort-value="' .. sellsFor .. '"|' .. Icons.GP(sellsFor))
      table.insert(returnPart, '|style="text-align:right;" data-sort-value="' .. dropChance .. '"|' .. Shared.fraction(drop[2] * chanceMult, totalWeight * 100))
      table.insert(returnPart, '|style="text-align:right;"|' .. dropChance .. '%')
    end
  end
  if not asList then
    table.insert(returnPart, '|-class="sortbottom" \r\n!colspan="2"|Total:')
    local textTotChance = ''
    if chanceMult < 100 then
      textTotChance = '|style="text-align:right"|' .. Shared.fraction(chanceMult, 100) .. '\r\n|'
    else
      textTotChance = '|colspan="2" '
    end
    textTotChance = textTotChance .. 'style="text-align:right;"|' .. Shared.round(chanceMult, 2, 2) .. '%' .. '\r\n|}'
    table.insert(returnPart, textTotChance)
  end


  return table.concat(returnPart, '\r\n')
function p.getConstellations(checkFunc)
return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
end
end


function p.getThievingNPCTable()
-- 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


  -- Create table header
local addToArray = function(modArray, modNew)
  table.insert(returnPart, '{| class="wikitable sortable stickyHeader"')
if not isDistinct or (isDistinct and not containsMod(modArray, modNew)) then
  table.insert(returnPart, '|- class="headerRow-0"\r\n!Target!!Name!!' .. Icons.Icon({'Thieving', type='skill', notext=true}).. ' Level!!Experience!!Max Hit!!Max Coins!!<abbr title="Assumes all loot is sold, and no GP boosts apply (such as those from Mastery & Gloves of Silence)">GP/Theft</abbr>')
table.insert(modArray, modNew)
 
end
  -- Create row for each NPC
end
  for i, npc in Shared.skpairs(SkillData.Thieving) do
    local linkText = (npc.name ~= p._getThievingNPCStat(npc, 'pageName') and p._getThievingNPCStat(npc, 'pageName') .. '|' .. npc.name) or npc.name
    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;" data-sort-value="' .. p._getThievingNPCStat(npc, 'maxCoins') .. '" |' .. Icons.GP(p._getThievingNPCStat(npc, 'maxCoins')))
    table.insert(returnPart, '|style="text-align: right;" data-sort-value="' .. p._getThievingNPCStat(npc, 'pickpocketValue') .. '" |' .. Icons.GP(p._getThievingNPCStat(npc, 'pickpocketValue')))
  end
  table.insert(returnPart, '|}')


  return table.concat(returnPart, '\r\n')
local modTypes = {}
end
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 }
}


function p.getThievingNavbox()
local modArray = {}
  local returnPart = {}
local isSkillMod = {}
--Adding a Group Number to hold together different bonuses from the same modifier [Falterfire 22/10/27]
local groupNum = 0


  -- Create table header
for _, modType in ipairs(modTypes) do
  table.insert(returnPart, '{| class="wikitable" style="text-align:center; clear:both; margin:auto; margin-bottom:1em;"')
for i, modTypeData in ipairs(cons[modType]) do
  table.insert(returnPart, '|-\r\n!' .. Icons.Icon({'Thieving', type='skill', notext=true}) .. '[[Thieving|Thieving Targets]]')
groupNum = masteryReq[modType][i]
  table.insert(returnPart, '|-\r\n|')
local modVal = nil
 
if modValue ~= nil then
  local npcList = {}
modVal = modValue
  -- Create row for each NPC
else
  for i, npc in Shared.skpairs(SkillData.Thieving) do
modVal = modTypeData.incrementValue * modTypeData.maxCount
    local linkText = (npc.name ~= p._getThievingNPCStat(npc, 'pageName') and p._getThievingNPCStat(npc, 'pageName') .. '|' .. npc.name) or npc.name
end
    table.insert(npcList, Icons.Icon({npc.name, type='thieving', notext=true}) .. ' [[' .. linkText .. ']]')
for j, modifier in ipairs(modTypeData.modifiers) do
  end
local modEntry = (modifier.skill ~= nil and { skillID = modifier.skill, value = modVal }) or modVal
  table.insert(returnPart, table.concat(npcList, ' • '))
addToArray(modArray, {modifier.key, modEntry, group = groupNum})
  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 = 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
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


  if SkillData.MasteryCheckpoints[skillID] == nil then
local _, localSkillID = GameData.getLocalID(skillID)
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
local checkpoints = SkillData[localSkillID].masteryCheckpoints
  end
if checkpoints == nil then
return Shared.printError('Failed to find Mastery Unlock data for ' .. skillName)
end


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


  local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
function p.getMasteryTokenTable()
  for i, bonus in Shared.skpairs(bonuses) do
-- Defines which skill levels should be included within the output
    result = result..'\r\n|-'
local skillLevels = {
    result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
{
    result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
["id"] = 'Base',
  end
["level"] = 99,
  result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
["description"] = '[[Full Version|Base Game]] (Level 99)'
  result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
}, {
  result = result..'\r\n|}'
["id"] = 'TotH',
  return result
["level"] = 120,
end
["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


function p._getFarmingTable(category)
-- Iterate over each skill with mastery, determining the number of
  local seedList = {}
-- mastery actions for each
  if category == 'Allotment' or category == 'Herb' or category == 'Tree' then
for skillLocalID, skill in pairs(SkillData) do
    seedList = Items.getItems(function(item) return item.tier == category end)
if skill.masteryTokenID ~= nil then
  else
local actCount = { ["skill"] = skill }
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
for i, levelDef in ipairs(skillLevels) do
  end
actCount[levelDef.id] = 0
end


  local result = '{|class="wikitable sortable stickyHeader"'
local recipeKey = p.getSkillRecipeKey(skillLocalID)
  result = result..'\r\n|- class="headerRow-0"'
if recipeKey ~= nil then
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
local recipeData = skill[recipeKey]
  result = result..'!!XP!!Growth Time!!Seed Value'
for i, recipe in ipairs(recipeData) do
  if category == 'Allotment' then
if recipe.noMastery == nil or not recipe.noMastery then
    result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
local skillLevel = p.getRecipeLevel(skillLocalID, recipe)
  elseif category == 'Herb' then
if skillLevel ~= nil then
    result = result..'!!colspan="2"|Herb!!Herb Value'
for j, levelDef in ipairs(skillLevels) do
  elseif category == 'Tree' then
if skillLevel <= levelDef.level then
    result = result..'!!colspan="2"|Logs!!Log Value'
actCount[levelDef.id] = actCount[levelDef.id] + 1
  end
end
  result = result..'!!Seed Sources'
end
 
end
  table.sort(seedList, function(a, b) return a.farmingLevel < b.farmingLevel end)
end
end
end
table.insert(masteryActionCount, actCount)
end
end


  for i, seed in pairs(seedList) do
local firstID = skillLevels[1].id
    result = result..'\r\n|-'
table.sort(masteryActionCount,
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
function(a, b)
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
if a[firstID] == b[firstID] then
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
return a.skill.name < b.skill.name
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)
else
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 crop = Items.getItemByID(seed.grownItemID)
-- Generate header
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
table.insert(resultPart, '{| class="wikitable sortable"')
    if category == 'Allotment' then
table.insert(resultPart, '\n!rowspan="3"|Token!!rowspan="3"|Skill!!colspan="' .. columnPairs * 2 .. '"|Approximate Mastery Token Chance')
      result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
table.insert(resultPart, '\n|-')
    end
for i, levelDef in ipairs(skillLevels) do
    result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
table.insert(resultPart, '\n!colspan="2"| ' .. levelDef.description)
    result = result..'||'..ItemSourceTables._getItemSources(seed)
end
  end
table.insert(resultPart, '\n|-' .. string.rep('\n!Without ' .. CCIIcon .. '\n!With ' .. CCIIcon, columnPairs))


  result = result..'\r\n|}'
for i, rowData in ipairs(masteryActionCount) do
  return result
local token = Items.getItemByID(rowData.skill.masteryTokenID)
end
table.insert(resultPart, '\n|-')
table.insert(resultPart, '\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\n|' .. Icons.Icon({rowData.skill.name, type='skill'}))


function p.getFarmingTable(frame)
for j, levelDef in ipairs(skillLevels) do
  local category = frame.args ~= nil and frame.args[1] or frame
local actCount = rowData[levelDef.id]
local denom, denomCCI = 0, 0
if actCount > 0 then
denom = math.floor(baseTokenChance / actCount)
denomCCI = Shared.round(baseTokenChance / (actCount * (1 + CCI.modifiers.increasedOffItemChance / 100)), 0, 0)
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|}')


  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 advMode = GameData.getEntityByID('gamemodes', 'melvorF:Adventure')
  result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
if advMode ~= nil then
  result = result..'!!Healing!!Value'
local unlockCount = Shared.tableCount(GameData.skillData) - Shared.tableCount(advMode.startingSkills)
 
local costLength = Shared.tableCount(advMode.skillUnlockCost)
  local itemArray = Items.getItems(function(item) return item.grownItemID ~= nil end)
local returnPart = {}
table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')


  table.sort(itemArray, function(a, b) return a.farmingLevel < b.farmingLevel end)
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, '|}')


  for i, item in Shared.skpairs(itemArray) do
return table.concat(returnPart, '\r\n')
    local crop = Items.getItemByID(item.grownItemID)
end
    if crop.healsFor ~= nil and crop.healsFor > 0 then
end
      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|}'
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')


  return result
for i, logData in ipairs(SkillData.Firemaking.logs) do
end
local logs = Items.getItemByID(logData.logID)
local name = logs.name
local burnTime = logData.baseInterval / 1000
local bonfireTime = logData.baseBonfireInterval / 1000
local XPS = logData.baseExperience / burnTime
local XP_BF = logData.baseExperience * (1 + logData.bonfireXPBonus / 100)
local XPS_BF = Shared.round(XP_BF / burnTime, 2, 2)
XP_BF = Shared.round(XP_BF, 2, 0)


function p.getFarmingPlotTable(frame)
table.insert(resultPart, '\r\n|-')
  local areaName = frame.args ~= nil and frame.args[1] or frame
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
  local patches = nil
table.insert(resultPart, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
  for i, area in Shared.skpairs(SkillData.Farming.Patches) do
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
    if area.areaName == areaName then
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
      patches = area.patches
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="' .. logData.baseExperience .. '"| ' .. Shared.formatnum(logData.baseExperience))
      break
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.formatnum(Shared.round(XPS, 2, 2)))
    end
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="' .. XP_BF .. '"| ' .. Shared.formatnum(XP_BF))
  end
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.formatnum(XPS_BF, 2, 2))
  if patches == nil then
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireXPBonus..'"|'..logData.bonfireXPBonus..'%')
    return "ERROR: Invalid area name.[[Category:Pages with script errors"
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..bonfireTime..'"|'..Shared.timeString(bonfireTime, true))
  end
end


  local result = '{|class="wikitable"'
table.insert(resultPart, '\r\n|}')
  result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'
return table.concat(resultPart)
end


  for i, patch in Shared.skpairs(patches) do
function p.getAncientRelicsTable(frame)
    result = result..'\r\n|-\r\n|'..i
local skillName = frame.args ~= nil and frame.args[1] or frame
    result = result..'||style="text-align:right;" data-sort-value="0"|'..patch.level
local skillID = nil
    if patch.cost == 0 then
if skillName ~= nil and skillName ~= '' then
      result = result..'||Free'
skillID = Constants.getSkillID(skillName)
    else
if skillID == nil then
      result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
return Shared.printError('Failed to find a skill ID for ' .. skillName)
    end
end
  end
end


  result = result..'\r\n|}'
local resultPart = {}
  return result
table.insert(resultPart, '{| class="wikitable sortable stickyHeader lighttable"')
end
table.insert(resultPart, '\n|-class="headerRow-0"')
table.insert(resultPart, '\n|-\n!colspan="2"|Skill\n!Relic\n!Modifiers')


function p.getSmithingTable(frame)
local relics = GameData.getEntities('ancientRelics',
  local tableType = frame.args ~= nil and frame.args[1] or frame
function(relic)
  local bar = nil
return skillID == nil or relic.skillID == skillID
  if tableType ~= 'Smelting' then
end)
    bar = Items.getItem(tableType)
table.sort(relics,
    if bar == nil then
function (a, b)
      return 'ERROR: Could not find an item named '..tableType..' to build a smithing table with'
local skillNameA, skillNameB = Constants.getSkillName(a.skillID), Constants.getSkillName(b.skillID)
    elseif bar.type ~= 'Bar' then
if skillNameA == skillNameB then
      return 'ERROR: '..tableType.." is not a bar and thus can't be used for smithing"
-- Order by numbers at the end of relic IDs
    end
-- Relics have a 'number' property, but this appears to contain duplicates
  end
return string.sub(a.id, string.len(a.id)) < string.sub(b.id, string.len(b.id))
else
return skillNameA < skillNameB
end
end)


  local smithList = {}
local function appendSkillRows(resultTable, rowTable, relicCount, skillID)
  for i, item in pairs(ItemData.Items) do
local skillName = Constants.getSkillName(skillID)
    if item.smithingLevel ~= nil then
table.insert(resultTable, '\n|-\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', notext=true, size=50}))
      if tableType == 'Smelting' then
table.insert(resultTable, '\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', noicon=true}))
        if item.type == 'Bar' then
table.insert(resultTable, table.concat(rowTable))
          table.insert(smithList, item)
end
        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 skillRelicCount, currentSkillID, tablePart = 0, nil, {}
  result = result..'\r\n|-class="headerRow-0"'
for i, relic in ipairs(relics) do
  result = result..'\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients'
if currentSkillID == nil then
  --Adding value/bar for things other than smelting
currentSkillID = relic.skillID
  if bar ~= nil then result = result..'!!Value/Bar' end
elseif relic.skillID ~= currentSkillID then
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
tablePart = {}
currentSkillID = relic.skillID
skillRelicCount = 0
end


  table.sort(smithList, function(a, b)
skillRelicCount = skillRelicCount + 1
                          if a.smithingLevel ~= b.smithingLevel then
if skillRelicCount > 1 then
                            return a.smithingLevel < b.smithingLevel
table.insert(tablePart, '\n|-')
                          else
end
                            return a.name < b.name
table.insert(tablePart, '\n| ' .. skillRelicCount .. '\n| ' .. Constants.getModifiersText(relic.modifiers))
                          end end)
end
  for i, item in Shared.skpairs(smithList) do
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
    result = result..'\r\n|-'
table.insert(resultPart, '\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 table.concat(resultPart)
  return result
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