Module:Skills: Difference between revisions

From Melvor Idle
(updated thieving navbox and removed a bunch of thieving functions that were moved to Module:Skills/Gathering)
(Adjusted the appearance of the Lesser Relics table)
 
(42 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.getThievingNavbox()
function p.getThievingNPC(npcName)
  local returnPart = {}
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
end


  -- Create table header
function p.getThievingNPCArea(npc)
  table.insert(returnPart, '{| class="wikitable" style="text-align:center; clear:both; margin:auto; margin-bottom:1em;"')
for i, area in ipairs(SkillData.Thieving.areas) do
  table.insert(returnPart, '|-\r\n!' .. Icons.Icon({'Thieving', type='skill', notext=true}) .. '[[Thieving|Thieving Targets]]')
for j, npcID in ipairs(area.npcIDs) do
  table.insert(returnPart, '|-\r\n|')
if npcID == npc.id then
 
return area
  local npcList = {}
end
  -- Create row for each NPC
end
  for i, npc in Shared.skpairs(SkillData.Thieving.NPCs) do
end
    --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'}))
  end
  table.insert(returnPart, table.concat(npcList, ' • '))
  table.insert(returnPart, '|}')


  return table.concat(returnPart, '\r\n')
function p._getThievingNPCStat(npc, statName)
end
local result = nil


function p.getMasteryUnlockTable(frame)
if statName == 'level' then
  local skillName = frame.args ~= nil and frame.args[1] or frame
result = Icons._SkillReq('Thieving', npc.level)
  local skillID = p.getSkillID(skillName)
elseif statName == 'maxHit' then
  if skillID == nil then
result = npc.maxHit * 10
    return "ERROR: Failed to find a skill ID for "..skillName
elseif statName == 'area' then
  end
local area = p.getThievingNPCArea(npc)
result = area.name
else
result = npc[statName]
end


  local unlockTable = SkillData.MasteryUnlocks[skillID]
if result == nil then
  if unlockTable == nil then
result = ''
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
end
  end


  local result = '{|class="wikitable"\r\n!Level!!Unlock'
return result
  for i, unlock in Shared.skpairs(unlockTable) do
    result = result..'\r\n|-'
    result = result..'\r\n|'..unlock.level..'||'..unlock.unlock
  end
  result = result..'\r\n|}'
  return result
end
end


function p.getMasteryCheckpointTable(frame)
function p.getThievingNPCStat(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local npcName = frame.args ~= nil and frame.args[1] or frame[1]
  local skillID = p.getSkillID(skillName)
local statName = frame.args ~= nil and frame.args[2] or frame[2]
  if skillID == nil then
local npc = p.getThievingNPC(npcName)
    return "ERROR: Failed to find a skill ID for "..skillName
if npc == nil then
  end
return Shared.printError('Invalid Thieving NPC ' .. npcName)
end
 
return p._getThievingNPCStat(npc, statName)
end


  if SkillData.MasteryCheckpoints[skillID] == nil then
function p.getThievingSourcesForItem(itemID)
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
local resultArray = {}
  end
local areaNPCs = {}


  local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
--First check area unique drops
  local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
--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 result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
--Now go through and get drop chances on each NPC if needed
  for i, bonus in Shared.skpairs(bonuses) do
for i, npc in pairs(SkillData.Thieving.npcs) do
    result = result..'\r\n|-'
local totalWt = 0
    result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
local dropWt = 0
    result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
local dropQty = { min = 0, max = 0 }
  end
for j, drop in ipairs(npc.lootTable) do
  result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
totalWt = totalWt + drop.weight
  result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
if drop.itemID == itemID then
  result = result..'\r\n|}'
dropWt = drop.weight
  return result
dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
end
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._getFarmingTable(category)
--Chance of -1 on unique drops is to indicate variable chance
  local seedList = {}
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
  if category == 'Allotment' or category == 'Herb' or category == 'Tree' 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'})
    seedList = Items.getItems(function(item) return item.tier == category end)
end
  else
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
  end


  local result = '{|class="wikitable sortable stickyHeader"'
local areaNPC = areaNPCs[npc.id]
  result = result..'\r\n|- class="headerRow-0"'
if areaNPC ~= nil then
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
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'})
  result = result..'!!XP!!Growth Time!!Seed Value'
end
  if category == 'Allotment' then
end
    result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
  elseif category == 'Herb' then
    result = result..'!!colspan="2"|Herb!!Herb Value'
  elseif category == 'Tree' then
    result = result..'!!colspan="2"|Logs!!Log Value'
  end
  result = result..'!!Seed Sources'
 
  table.sort(seedList, function(a, b) return a.farmingLevel < b.farmingLevel end)


  for i, seed in pairs(seedList) do
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
    result = result..'\r\n|-'
if drop.itemID == itemID then
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
if drop.npcs == nil then
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
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'})
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
else
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)
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


    local crop = Items.getItemByID(seed.grownItemID)
return resultArray
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
end
    if category == 'Allotment' then
      result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
    end
    result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
    result = result..'||'..ItemSourceTables._getItemSources(seed)
  end


  result = result..'\r\n|}'
-- Astrology
  return result
function p.getConstellationByID(constID)
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end
end


function p.getFarmingTable(frame)
function p.getConstellation(constName)
  local category = frame.args ~= nil and frame.args[1] or frame
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
end


  return p._getFarmingTable(category)
function p.getConstellations(checkFunc)
return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
end
end


function p.getFarmingFoodTable(frame)
-- For a given constellation cons and modifier value modValue, generates and returns
  local result = '{| class="wikitable sortable stickyHeader"'
-- a table of modifiers, much like any other item/object elsewhere in the game.
  result = result..'\r\n|- class="headerRow-0"'
-- includeStandard: true|false, determines whether standard modifiers are included
  result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
-- includeUnique: true|false, determines whether unique modifiers are included
  result = result..'!!Healing!!Value'
-- 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
  local itemArray = Items.getItems(function(item) return item.grownItemID ~= nil end)
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


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


  for i, item in Shared.skpairs(itemArray) do
local modArray = {}
    local crop = Items.getItemByID(item.grownItemID)
local isSkillMod = {}
    if crop.healsFor ~= nil and crop.healsFor > 0 then
--Adding a Group Number to hold together different bonuses from the same modifier [Falterfire 22/10/27]
      result = result..'\r\n|-'
local groupNum = 0
      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|}'
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


  return result
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


function p.getFarmingPlotTable(frame)
-- Mastery
  local areaName = frame.args ~= nil and frame.args[1] or frame
function p.getMasteryUnlockTable(frame)
  local patches = nil
local skillName = frame.args ~= nil and frame.args[1] or frame
  for i, area in Shared.skpairs(SkillData.Farming.Patches) do
local skillID = Constants.getSkillID(skillName)
    if area.areaName == areaName then
if skillID == nil then
      patches = area.patches
return Shared.printError('Failed to find a skill ID for ' .. skillName)
      break
end
    end
 
  end
local _, localSkillID = GameData.getLocalID(skillID)
  if patches == nil then
-- Clone so that we can sort by level
    return "ERROR: Invalid area name.[[Category:Pages with script errors"
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"'
local result = '{|class="wikitable"\r\n!Level!!Unlock'
  result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'
for i, unlock in ipairs(unlockTable) do
result = result..'\r\n|-'
result = result..'\r\n|'..unlock.level..'||'..unlock.description
end
result = result..'\r\n|}'
return result
end


  for i, patch in Shared.skpairs(patches) do
function p.getMasteryCheckpointTable(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 = Constants.getSkillID(skillName)
    if patch.cost == 0 then
if skillID == nil then
      result = result..'||Free'
return Shared.printError('Failed to find a skill ID for ' .. skillName)
    else
end
      result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
    end
  end


  result = result..'\r\n|}'
local _, localSkillID = GameData.getLocalID(skillID)
  return result
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
end


function p.getSmithingTable(frame)
function p.getMasteryTokenTable()
  local tableType = frame.args ~= nil and frame.args[1] or frame
-- Defines which skill levels should be included within the output
  local bar = nil
local skillLevels = {
  if tableType ~= 'Smelting' then
{
    bar = Items.getItem(tableType)
["id"] = 'Base',
    if bar == nil then
["level"] = 99,
      return 'ERROR: Could not find an item named '..tableType..' to build a smithing table with'
["description"] = '[[Full Version|Base Game]] (Level 99)'
    elseif bar.type ~= 'Bar' then
}, {
      return 'ERROR: '..tableType.." is not a bar and thus can't be used for smithing"
["id"] = 'TotH',
    end
["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


  local smithList = {}
-- Iterate over each skill with mastery, determining the number of
  for i, item in pairs(ItemData.Items) do
-- mastery actions for each
    if item.smithingLevel ~= nil then
for skillLocalID, skill in pairs(SkillData) do
      if tableType == 'Smelting' then
if skill.masteryTokenID ~= nil then
        if item.type == 'Bar' then
local actCount = { ["skill"] = skill }
          table.insert(smithList, item)
for i, levelDef in ipairs(skillLevels) do
        end
actCount[levelDef.id] = 0
      else
end
        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 recipeKey = p.getSkillRecipeKey(skillLocalID)
  result = result..'\r\n|-class="headerRow-0"'
if recipeKey ~= nil then
  result = result..'\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients'
local recipeData = skill[recipeKey]
  --Adding value/bar for things other than smelting
for i, recipe in ipairs(recipeData) do
  if bar ~= nil then result = result..'!!Value/Bar' end
if recipe.noMastery == nil or not recipe.noMastery then
local skillLevel = p.getRecipeLevel(skillLocalID, recipe)
if skillLevel ~= nil then
for j, levelDef in ipairs(skillLevels) do
if skillLevel <= levelDef.level then
actCount[levelDef.id] = actCount[levelDef.id] + 1
end
end
end
end
end
end
table.insert(masteryActionCount, actCount)
end
end


  table.sort(smithList, function(a, b)
local firstID = skillLevels[1].id
                          if a.smithingLevel ~= b.smithingLevel then
table.sort(masteryActionCount,
                            return a.smithingLevel < b.smithingLevel
function(a, b)
                          else
if a[firstID] == b[firstID] then
                            return a.name < b.name
return a.skill.name < b.skill.name
                          end end)
else
  for i, item in Shared.skpairs(smithList) do
return a[firstID] > b[firstID]
    result = result..'\r\n|-'
end
    result = result..'\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true})..'||'
end)
    local qty = item.smithingQty ~= nil and item.smithingQty or 1
    if qty > 1 then
-- Generate output table
      result = result..item.smithingQty..'x '
local resultPart = {}
    end
local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})
    result = result..'[['..item.name..']]'
local columnPairs = Shared.tableCount(skillLevels)
    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|}'
-- Generate header
  return result
table.insert(resultPart, '{| class="wikitable sortable"')
table.insert(resultPart, '\n!rowspan="3"|Token!!rowspan="3"|Skill!!colspan="' .. columnPairs * 2 .. '"|Approximate Mastery Token Chance')
table.insert(resultPart, '\n|-')
for i, levelDef in ipairs(skillLevels) do
table.insert(resultPart, '\n!colspan="2"| ' .. levelDef.description)
end
table.insert(resultPart, '\n|-' .. string.rep('\n!Without ' .. CCIIcon .. '\n!With ' .. CCIIcon, columnPairs))
 
for i, rowData in ipairs(masteryActionCount) do
local token = Items.getItemByID(rowData.skill.masteryTokenID)
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'}))
 
for j, levelDef in ipairs(skillLevels) do
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 table.concat(resultPart)
end
 
-- Skill unlock costs for Adventure game mode
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')
 
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.getFiremakingTable(frame)
function p.getFiremakingTable(frame)
  local resultPart = {}
local resultPart = {}
  table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
  table.insert(resultPart, '\r\n|-class="headerRow-0"')
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, '\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, '!!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|-class="headerRow-1"')
  table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')
table.insert(resultPart, '\r\n!XP!!XP/s!!XP!!XP/s')


  for i, logData in Shared.skpairs(SkillData.Firemaking) do
for i, logData in ipairs(SkillData.Firemaking.logs) do
    local name = Shared.titleCase(logData.type..' Logs')
local logs = Items.getItemByID(logData.logID)
    local burnTime = logData.interval / 1000
local name = logs.name
    local XPS = logData.xp / burnTime
local burnTime = logData.baseInterval / 1000
    local XP_BF = logData.xp * (1 + logData.bonfireBonus / 100)
local bonfireTime = logData.baseBonfireInterval / 1000
    local XPS_BF = XP_BF / burnTime
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)


    table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|-')
    table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
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, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
    table.insert(resultPart, '||style ="text-align: right;"|'..logData.level)
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;" 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="' .. logData.baseExperience .. '"| ' .. Shared.formatnum(logData.baseExperience))
    table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2))
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;"|'..Shared.round(XP_BF, 2, 0))
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.round(XPS_BF, 2, 2))
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.bonfireBonus..'"|'..logData.bonfireBonus..'%')
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireXPBonus..'"|'..logData.bonfireXPBonus..'%')
    table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..logData.bonfireInterval..'"|'..Shared.timeString(logData.bonfireInterval / 1000, true))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..bonfireTime..'"|'..Shared.timeString(bonfireTime, true))
  end
end


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


function p.getMasteryTokenTable()
function p.getAncientRelicsTable(frame)
  local baseTokenChance = 18500
local skillName = frame.args ~= nil and frame.args[1] or frame
  local masterySkills = {}
local skillID = nil
 
if skillName ~= nil and skillName ~= '' then
  -- Find all mastery tokens
skillID = Constants.getSkillID(skillName)
  local masteryTokens = Items.getItems(function(item) return item.isToken ~= nil and item.skill ~= nil and item.isToken end)
if skillID == nil then
  for i, item in pairs(masteryTokens) do
return Shared.printError('Failed to find a skill ID for ' .. skillName)
    local milestones = SkillData.Milestones[item.skill + 1]
end
    if milestones ~= nil then
end
      table.insert(masterySkills, {tokenRef = i, skillID = item.skill, milestoneCount = milestones})
 
    end
local resultPart = {}
  end
table.insert(resultPart, '{| class="wikitable sortable stickyHeader lighttable"')
  table.sort(masterySkills, function(a, b)
table.insert(resultPart, '\n|-class="headerRow-0"')
                              if a['milestoneCount'] == b['milestoneCount'] then
table.insert(resultPart, '\n|-\n!colspan="2"|Skill\n!Relic\n!Modifiers')
                                return a['skillID'] < b['skillID']
 
                              else
local relics = GameData.getEntities('ancientRelics',
                                return a['milestoneCount'] > b['milestoneCount']
function(relic)
                              end
return skillID == nil or relic.skillID == skillID
                            end)
end)
 
table.sort(relics,
  -- Generate output table
function (a, b)
  local resultPart = {}
local skillNameA, skillNameB = Constants.getSkillName(a.skillID), Constants.getSkillName(b.skillID)
  local CCI = Items.getItem('Clue Chasers Insignia')
if skillNameA == skillNameB then
  local CCIIcon = Icons.Icon({'Clue Chasers Insignia', type='item', notext=true})
-- Order by numbers at the end of relic IDs
  if CCI == nil then return '' end
-- 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)
 
local function appendSkillRows(resultTable, rowTable, relicCount, skillID)
local skillName = Constants.getSkillName(skillID)
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


  table.insert(resultPart, '{| class="wikitable sortable"')
local skillRelicCount, currentSkillID, tablePart = 0, nil, {}
  table.insert(resultPart, '\r\n!rowspan="2"|Token!!rowspan="2"|Skill!!colspan="2"|Approximate Mastery Token Chance')
for i, relic in ipairs(relics) do
  table.insert(resultPart, '\r\n|-\r\n!Without ' .. CCIIcon .. '!!With ' .. CCIIcon)
if currentSkillID == nil then
currentSkillID = relic.skillID
elseif relic.skillID ~= currentSkillID then
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
tablePart = {}
currentSkillID = relic.skillID
skillRelicCount = 0
end


  for i, m in ipairs(masterySkills) do
skillRelicCount = skillRelicCount + 1
    local token = masteryTokens[m.tokenRef]
if skillRelicCount > 1 then
    local denom = math.floor(baseTokenChance / m['milestoneCount'])
table.insert(tablePart, '\n|-')
    local denomCCI = math.floor(baseTokenChance / m['milestoneCount'] * (1 - CCI.increasedItemChance / 100))
end
table.insert(tablePart, '\n| ' .. skillRelicCount .. '\n| ' .. Constants.getModifiersText(relic.modifiers))
end
appendSkillRows(resultPart, tablePart, skillRelicCount, currentSkillID)
table.insert(resultPart, '\n|}')


    table.insert(resultPart, '\r\n|-')
return table.concat(resultPart)
    table.insert(resultPart, '\r\n|style="text-align:center"|' .. Icons.Icon({token.name, type='item', size=50, notext=true}))
    table.insert(resultPart, '\r\n|' .. Icons.Icon({p.getSkillName(m['skillID']), type='skill'}))
    table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Shared.formatnum(denom))
    table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Shared.formatnum(denomCCI))
  end
  table.insert(resultPart, '\r\n|}')
 
  return table.concat(resultPart)
end
end


function p.getSkillUnlockCostTable()
function p.getLesserRelicsTable(frame)
  local returnPart = {}
local lesserRelics = {}
  table.insert(returnPart, '{| class="wikitable stickyHeader"\r\n|- class="headerRow-0"\r\n!Unlock!!Cost!!Cumulative Cost')
-- Iterate over each skill with a global rare drop then check
-- if the skill has a Lesser Relic drop
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)


  local accCost = 0
-- Create the Table
  for i, cost in ipairs(SkillData.SkillUnlockCosts) do
local resultTable = mw.html.create('table')
    accCost = accCost + cost
resultTable:addClass('wikitable sortable')
    table.insert(returnPart, '|-')
resultTable:tag('tr'):addClass('headerRow-0')
    table.insert(returnPart, '|' .. i .. '||' .. Icons.GP(cost) .. '||' .. Icons.GP(accCost))
:tag('th'):wikitext('Icon')
  end
:tag('th'):wikitext('Lesser Relic')
  table.insert(returnPart, '|}')
:tag('th'):wikitext('Modifiers')


  return table.concat(returnPart, '\r\n')
for _, relic in ipairs(lesserRelics) do
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

Latest revision as of 00:12, 26 March 2024

Data pulled from Module:Skills/data


--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:
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--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 Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Items = require('Module:Items')
local Icons = require('Module:Icons')

-- 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

	return p._getThievingNPCStat(npc, statName)
end

function p.getThievingSourcesForItem(itemID)
	local resultArray = {}
	local areaNPCs = {}

	--First check area unique drops
	--If an area drops the item, add all the NPC ids to the list so we can add them later
	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

-- 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)
	local skillName = frame.args ~= nil and frame.args[1] or frame
	local skillID = Constants.getSkillID(skillName)
	if skillID == nil then
		return Shared.printError('Failed to find a skill ID for ' .. skillName)
	end

	local _, localSkillID = GameData.getLocalID(skillID)
	-- Clone so that we can sort by level
	local unlockTable = Shared.clone(SkillData[localSkillID].masteryLevelUnlocks)
	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'
	for i, unlock in ipairs(unlockTable) do
		result = result..'\r\n|-'
		result = result..'\r\n|'..unlock.level..'||'..unlock.description
	end
	result = result..'\r\n|}'
	return result
end

function p.getMasteryCheckpointTable(frame)
	local skillName = frame.args ~= nil and frame.args[1] or frame
	local skillID = Constants.getSkillID(skillName)
	if skillID == nil then
		return Shared.printError('Failed to find a skill ID for ' .. skillName)
	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

function p.getMasteryTokenTable()
	-- Defines which skill levels should be included within the output
	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

	-- Iterate over each skill with mastery, determining the number of
	-- 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 recipeKey = p.getSkillRecipeKey(skillLocalID)
			if recipeKey ~= nil then
				local recipeData = skill[recipeKey]
				for i, recipe in ipairs(recipeData) do
					if recipe.noMastery == nil or not recipe.noMastery then
						local skillLevel = p.getRecipeLevel(skillLocalID, recipe)
						if skillLevel ~= nil then
							for j, levelDef in ipairs(skillLevels) do
								if skillLevel <= levelDef.level then
									actCount[levelDef.id] = actCount[levelDef.id] + 1
								end
							end
						end
					end
				end
			end
			table.insert(masteryActionCount, actCount)
		end
	end

	local firstID = skillLevels[1].id
	table.sort(masteryActionCount,
		function(a, b)
			if a[firstID] == b[firstID] then
				return a.skill.name < b.skill.name
			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)

	-- Generate header
	table.insert(resultPart, '{| class="wikitable sortable"')
	table.insert(resultPart, '\n!rowspan="3"|Token!!rowspan="3"|Skill!!colspan="' .. columnPairs * 2 .. '"|Approximate Mastery Token Chance')
	table.insert(resultPart, '\n|-')
	for i, levelDef in ipairs(skillLevels) do
		table.insert(resultPart, '\n!colspan="2"| ' .. levelDef.description)
	end
	table.insert(resultPart, '\n|-' .. string.rep('\n!Without ' .. CCIIcon .. '\n!With ' .. CCIIcon, columnPairs))

	for i, rowData in ipairs(masteryActionCount) do
		local token = Items.getItemByID(rowData.skill.masteryTokenID)
		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'}))

		for j, levelDef in ipairs(skillLevels) do
			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 table.concat(resultPart)
end

-- Skill unlock costs for Adventure game mode
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')

		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

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')

	for i, logData in ipairs(SkillData.Firemaking.logs) do
		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)

		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true}))
		table.insert(resultPart, '||'..Icons.getExpansionIcon(logs.id)..Icons.Icon({name, type='item', noicon=true}))
		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;" 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

function p.getAncientRelicsTable(frame)
	local skillName = frame.args ~= nil and frame.args[1] or frame
	local skillID = nil
	if skillName ~= nil and skillName ~= '' then
		skillID = Constants.getSkillID(skillName)
		if skillID == nil then
			return Shared.printError('Failed to find a skill ID for ' .. skillName)
		end
	end

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

	local relics = GameData.getEntities('ancientRelics',
		function(relic)
			return skillID == nil or relic.skillID == skillID
		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)

	local function appendSkillRows(resultTable, rowTable, relicCount, skillID)
		local skillName = Constants.getSkillName(skillID)
		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

	local skillRelicCount, currentSkillID, tablePart = 0, nil, {}
	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

function p.getLesserRelicsTable(frame)
	local lesserRelics = {}
	-- Iterate over each skill with a global rare drop then check
	-- if the skill has a Lesser Relic drop
	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)

	-- Create the Table
	local resultTable = mw.html.create('table')
	resultTable:addClass('wikitable sortable')
	resultTable:tag('tr'):addClass('headerRow-0')
		:tag('th'):wikitext('Icon')
		:tag('th'):wikitext('Lesser Relic')
		:tag('th'):wikitext('Modifiers')

	for _, relic in ipairs(lesserRelics) do
		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

return p