Anonymous

Module:Skills: Difference between revisions

From Melvor Idle
Adjusted the appearance of the Lesser Relics table
(Implement getMasteryTokenTable())
(Adjusted the appearance of the Lesser Relics table)
 
(46 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 = {}
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
  end


  local totalWeight = 0
--First check area unique drops
  for i, drop in pairs(lootTable) do
--If an area drops the item, add all the NPC ids to the list so we can add them later
    totalWeight = totalWeight + drop[2]
for i, area in pairs(SkillData.Thieving.areas) do
  end
for j, drop in pairs(area.uniqueDrops) do
  if totalWeight == 0 then
if drop.id == itemID then
    return 0
for k, npcID in ipairs(area.npcIDs) do
  end
areaNPCs[npcID] = { qty = drop.quantity, area = area }
end
break
end
end
end


  local avgValue = 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
    local item = Items.getItemByID(drop[1])
local totalWt = 0
    if item ~= nil then
local dropWt = 0
      avgValue = avgValue + item.sellsFor * (drop[2] / totalWeight)
local dropQty = { min = 0, max = 0 }
    end
for j, drop in ipairs(npc.lootTable) do
  end
totalWt = totalWt + drop.weight
 
if drop.itemID == itemID then
  return avgValue
dropWt = drop.weight
end
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


function p._formatLootTable(lootTableIn, chanceMultIn, asList)
--Chance of -1 on unique drops is to indicate variable chance
  -- Expects lootTableIn to be in format {{itemID_1, itemWeight_1}, ..., {itemID_n, itemWeight_n}}
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
  if Shared.tableCount(lootTableIn) == 0 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'})
    return ''
end
  end


  local chanceMult = (chanceMultIn or 1) * 100
local areaNPC = areaNPCs[npc.id]
  local lootTable = Shared.clone(lootTableIn)
if areaNPC ~= nil then
  -- Sort table from most to least common drop
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'})
  table.sort(lootTable, function(a, b)
end
                          if a[2] == b[2] then
end
                            return a[1] < b[1]
                          else
                            return a[2] > b[2]
                          end
                        end)


  local totalWeight = 0
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
  for i, drop in pairs(lootTable) do
if drop.itemID == itemID then
    totalWeight = totalWeight + drop[2]
if drop.npcs == nil then
  end
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 totalWeight == 0 then
else
    return ''
for j, npcID in ipairs(drop.npcs) do
  end
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


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


  local returnPart = {}
-- Astrology
  -- Generate header
function p.getConstellationByID(constID)
  if asList then
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
    if chanceMult < 100 then
end
      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
function p.getConstellation(constName)
  else
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
    table.insert(returnPart, '{|class="wikitable sortable"\r\n!Item!!Price!!colspan="2"|Chance')
end
  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)
 
  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 = 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 result
return table.concat(returnPart, '\r\n')
end
end
end


function p.getFarmingPlotTable(frame)
function p.getFiremakingTable(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
local resultPart = {}
  local patches = nil
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
  for i, area in Shared.skpairs(SkillData.Farming.Patches) do
table.insert(resultPart, '\r\n|-class="headerRow-0"')
    if area.areaName == areaName then
table.insert(resultPart, '\r\n!colspan="2" rowspan="2"|Logs!!rowspan="2"|'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level')
      patches = area.patches
table.insert(resultPart, '!!rowspan="2"|Burn Time!!colspan="2"|Without Bonfire!!colspan="2"|With Bonfire!!rowspan="2"|Bonfire Bonus!!rowspan="2"|Bonfire Time')
      break
table.insert(resultPart, '\r\n|-class="headerRow-1"')
    end
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')
  end
  if patches == nil then
    return "ERROR: Invalid area name.[[Category:Pages with script errors"
  end


  local result = '{|class="wikitable"'
for i, logData in ipairs(SkillData.Firemaking.logs) do
  result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'
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)


  for i, patch in Shared.skpairs(patches) do
table.insert(resultPart, '\r\n|-')
    result = result..'\r\n|-\r\n|'..i
table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
    result = result..'||style="text-align:right;" data-sort-value="0"|'..patch.level
table.insert(resultPart, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
    if patch.cost == 0 then
table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
      result = result..'||Free'
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
    else
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="' .. logData.baseExperience .. '"| ' .. Shared.formatnum(logData.baseExperience))
      result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
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))
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


  result = result..'\r\n|}'
table.insert(resultPart, '\r\n|}')
  return result
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 = {}
  for i, item in pairs(ItemData.Items) do
    if item.smithingLevel ~= nil then
      if tableType == 'Smelting' then
        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 resultPart = {}
  result = result..'\r\n|-class="headerRow-0"'
table.insert(resultPart, '{| class="wikitable sortable stickyHeader lighttable"')
  result = result..'\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients'
table.insert(resultPart, '\n|-class="headerRow-0"')
  --Adding value/bar for things other than smelting
table.insert(resultPart, '\n|-\n!colspan="2"|Skill\n!Relic\n!Modifiers')
  if bar ~= nil then result = result..'!!Value/Bar' end


  table.sort(smithList, function(a, b)
local relics = GameData.getEntities('ancientRelics',
                          if a.smithingLevel ~= b.smithingLevel then
function(relic)
                            return a.smithingLevel < b.smithingLevel
return skillID == nil or relic.skillID == skillID
                          else
end)
                            return a.name < b.name
table.sort(relics,
                          end end)
function (a, b)
  for i, item in Shared.skpairs(smithList) do
local skillNameA, skillNameB = Constants.getSkillName(a.skillID), Constants.getSkillName(b.skillID)
    result = result..'\r\n|-'
if skillNameA == skillNameB then
    result = result..'\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true})..'||'
-- Order by numbers at the end of relic IDs
    local qty = item.smithingQty ~= nil and item.smithingQty or 1
-- Relics have a 'number' property, but this appears to contain duplicates
    if qty > 1 then
return string.sub(a.id, string.len(a.id)) < string.sub(b.id, string.len(b.id))
      result = result..item.smithingQty..'x '
else
    end
return skillNameA < skillNameB
    result = result..'[['..item.name..']]'
end
    result = result..'||data-sort-value="'..item.smithingLevel..'"|'..Icons._SkillReq('Smithing', item.smithingLevel)
end)
    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 function appendSkillRows(resultTable, rowTable, relicCount, skillID)
  return result
local skillName = Constants.getSkillName(skillID)
end
table.insert(resultTable, '\n|-\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', notext=true, size=50}))
table.insert(resultTable, '\n|rowspan="' .. relicCount .. '"| ' .. Icons.Icon({skillName, type='skill', noicon=true}))
table.insert(resultTable, table.concat(rowTable))
end


function p.getFiremakingTable(frame)
local skillRelicCount, currentSkillID, tablePart = 0, nil, {}
  local resultPart = {}
for i, relic in ipairs(relics) do
  table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
if currentSkillID == nil then
  table.insert(resultPart, '\r\n|-class="headerRow-0"')
currentSkillID = relic.skillID
  table.insert(resultPart, '\r\n!colspan="2" rowspan="2"|Logs!!rowspan="2"|'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level')
elseif relic.skillID ~= currentSkillID then
  table.insert(resultPart, '!!rowspan="2"|Burn Time!!colspan="2"|Without Bonfire!!colspan="2"|With Bonfire!!rowspan="2"|Bonfire Bonus!!rowspan="2"|Bonfire Time')
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
  table.insert(resultPart, '\r\n|-class="headerRow-1"')
tablePart = {}
  table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')
currentSkillID = relic.skillID
skillRelicCount = 0
end


  for i, logData in Shared.skpairs(SkillData.Firemaking) do
skillRelicCount = skillRelicCount + 1
    local name = Shared.titleCase(logData.type..' Logs')
if skillRelicCount > 1 then
    local burnTime = logData.interval / 1000
table.insert(tablePart, '\n|-')
    local XPS = logData.xp / burnTime
end
    local XP_BF = logData.xp * (1 + logData.bonfireBonus / 100)
table.insert(tablePart, '\n| ' .. skillRelicCount .. '\n| ' .. Constants.getModifiersText(relic.modifiers))
    local XPS_BF = XP_BF / burnTime
end
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
table.insert(resultPart, '\n|}')


    table.insert(resultPart, '\r\n|-')
return table.concat(resultPart)
    table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
    table.insert(resultPart, '||[['..name..']]')
    table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
    table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true))
    table.insert(resultPart, '||style ="text-align: right;"|'..logData.xp)
    table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
    table.insert(resultPart, '||style ="text-align: right;"|'..Shared.round(XP_BF, 2, 0))
    table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS_BF..'"|'..Shared.round(XPS_BF, 2, 2))
    table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireBonus..'"|'..logData.bonfireBonus..'%')
    table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireInterval..'"|'..Shared.timeString(logData.bonfireInterval / 1000, true))
  end
 
  table.insert(resultPart, '\r\n|}')
  return table.concat(resultPart)
end
end


function p.getMasteryTokenTable()
function p.getLesserRelicsTable(frame)
  local baseTokenChance = 18500
local lesserRelics = {}
  local masterySkills = {}
-- Iterate over each skill with a global rare drop then check
 
-- if the skill has a Lesser Relic drop
  -- Find all mastery tokens
for skillLocalID, skill in pairs(SkillData) do
  local masteryTokens = Items.getItems(function(item) return item.isToken ~= nil and item.skill ~= nil and item.isToken end)
if skill.rareDrops ~= nil then
  for i, item in pairs(masteryTokens) do
for i, drops in pairs(skill.rareDrops) do
    local milestones = SkillData.Milestones[item.skill + 1]
if string.match(drops.itemID, '_Lesser_Relic') then
    if milestones ~= nil then
table.insert(lesserRelics, Items.getItemByID(drops.itemID))
      table.insert(masterySkills, {tokenRef = i, skillID = item.skill, milestoneCount = milestones})
end
    end
end
  end
end
  table.sort(masterySkills, function(a, b)
end
                              if a['milestoneCount'] == b['milestoneCount'] then
table.sort(lesserRelics, function(a, b) return a.name < b.name end)
                                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 pairs(masterySkills) do
-- Create the Table
    local token = masteryTokens[m.tokenRef]
local resultTable = mw.html.create('table')
    local denom = math.floor(baseTokenChance / m['milestoneCount'])
resultTable:addClass('wikitable sortable')
    local denomCCI = math.floor(baseTokenChance / m['milestoneCount'] / (1 + CCI.increasedItemChance / 100))
resultTable:tag('tr'):addClass('headerRow-0')
:tag('th'):wikitext('Icon')
:tag('th'):wikitext('Lesser Relic')
:tag('th'):wikitext('Modifiers')


    table.insert(resultPart, '\r\n|-')
for _, relic in ipairs(lesserRelics) do
    table.insert(resultPart, '\r\n|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
local tr = mw.html.create('tr')
    table.insert(resultPart, '\r\n|' .. Icons.Icon({p.getSkillName(m['skillID']), type='skill'}))
tr:tag('td'):wikitext(Icons.Icon({relic.name, type='item', size='50', notext=true}))
    table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
tr:tag('td'):wikitext(Icons.Icon({relic.name, type='item', noicon=true}))
    table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
tr:tag('td'):wikitext(Constants.getModifiersText(relic.modifiers))
  end
resultTable:node(tr)
  table.insert(resultPart, '\r\n|}')
end
 
return resultTable
  return table.concat(resultPart)
end
end


return p
return p
463

edits