Module:Skills/Agility

From Melvor Idle
< Module:Skills
Revision as of 12:25, 5 March 2022 by Auron956 (talk | contribs) (Update for v1.0.3)
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Documentation for this module may be created at Module:Skills/Agility/doc

local p = {}

local SkillData = mw.loadData('Module:Skills/data')

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Items = require('Module:Items')
local Icons = require('Module:Icons')

function p.getObstacleByID(obstID)
  local result = Shared.clone(SkillData.Agility.Obstacles[obstID + 1])
  return result
end

function p.getObstacle(name)
  for i, obst in ipairs(SkillData.Agility.Obstacles) do
    if obst.name == name then
      local result = Shared.clone(obst)
      result.id = i - 1
      return result
    end
  end
  return nil
end

function p.getObstacles(checkFunc)
  local result = {}
  for i, obst in ipairs(SkillData.Agility.Obstacles) do
    if checkFunc(obst) then
      local newObst = Shared.clone(obst)
      newObst.id = i - 1
      table.insert(result, newObst)
    end
  end
  return result
end

function p.getPillars(checkFunc)
  local result = {}
  for i, pillar in ipairs(SkillData.Agility.Pillars) do
    if checkFunc(pillar) then
      local newPillar = Shared.clone(pillar)
      newPillar.id = i - 1
      table.insert(result, newPillar)
    end
  end
  return result
end

function p._getObstacleRequirements(obstacle)
	local resultPart = {}
	if obstacle.category == nil then
		-- Pillar
		table.insert(resultPart, Icons._SkillReq('Agility', 99))
	elseif obstacle.category > 0 then
		-- Obstacle
		table.insert(resultPart, Icons._SkillReq('Agility', obstacle.category * 10))
	end
	if type(obstacle.skillRequirements) == 'table' then
		for i, skillReq in ipairs(obstacle.skillRequirements) do
			local skillName = Constants.getSkillName(skillReq.skill)
			if skillName ~= nil then
				table.insert(resultPart, Icons._SkillReq(skillName, skillReq.level))
			end
		end
	end
	return table.concat(resultPart, '<br/>')
end

function p.getObstacleCourseTable(frame)
  local result = ''

  result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Slot!!Name!!XP!!GP!!Time!!XP/s!!GP/s'--!!XP/s!!GP/s (left comment here for posterity)
  result = result..'!!Bonuses!!Requirements!!Cost'

  local catLog = {}
  local Obstacles = Shared.clone(SkillData.Agility.Obstacles)
  table.sort(Obstacles, function(a, b) return (a.category == b.category and a.id < b.id) or a.category < b.category end)

  local catCounts = {}
  for i, obst in ipairs(Obstacles) do
    if catCounts[obst.category] == nil then
      catCounts[obst.category] = 1
    else
      catCounts[obst.category] = catCounts[obst.category] + 1
    end
  end

  for i, obst in ipairs(Obstacles) do
    result = result..'\r\n|-'
    result = result..'\r\n|'
    if catLog[obst.category] == nil then
      local rowspan = catCounts[obst.category]
      result = result..'rowspan="'..rowspan..'" style="border:1px solid black"|'..(obst.category + 1)..'||'
      catLog[obst.category] = true
    end
    result = result..obst.name

    --After the name & category, doing XP, GP, Time, and rates
    local XP = obst.completionBonuses.xp
    local GP = obst.completionBonuses.gp
    local Time = obst.interval / 1000
    result = result..'||'..XP..'||data-sort-value="'..GP..'"|'..Icons.GP(GP)
    result = result..'||data-sort-value="'..Time..'"|'..Shared.timeString(Time, true)
    -- Readded XP/Time and GP/Time (previously commented out)
    result = result..'||'..Shared.round(XP / Time, 2, 2)
    result = result..'||data-sort-value="'..GP/Time..'"|'..Icons.GP(Shared.round(GP/Time, 2, 2))

    local bonuses = {}
    --After that, adding the bonuses
    for bonusName, bonusValue in pairs(obst.modifiers) do
      table.insert(bonuses, Constants._getModifierText(bonusName, bonusValue))
    end
    if Shared.tableCount(bonuses) == 0 then
      table.insert(bonuses, '<span style="color:red">None :(</span>')
    end
    result = result..'||'..table.concat(bonuses, '<br/>')

    --Grabbing requirements to create
    result = result..'|| ' .. p._getObstacleRequirements(obst)

    --Finally, the cost
    local costs = {}
    if obst.cost.gp > 0 then table.insert(costs, Icons.GP(obst.cost.gp)) end
    if obst.cost.slayerCoins > 0 then table.insert(costs, Icons.SC(obst.cost.slayerCoins)) end
    for j, itemCost in ipairs(obst.cost.items) do
      local item = Items.getItemByID(itemCost[1])
      table.insert(costs, Icons.Icon({item.name, type='item', qty = itemCost[2], notext=true}))
    end
    result = result..'|| data-sort-value="'..obst.cost.gp..'"|'..table.concat(costs, '<br/>')
  end

  result = result..'\r\n|}'

  return result
end

function p.getPassivePillarTable(frame)
  local result = ''

  result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Name!!Bonuses!!Cost'

  for i, pill in ipairs(SkillData.Agility.Pillars) do
    result = result..'\r\n|-'
    result = result..'\r\n|'..pill.name

    --After that, adding the bonuses
    local bonuses = {}
    for bonusName, bonusValue in pairs(pill.modifiers) do
      table.insert(bonuses, Constants._getModifierText(bonusName, bonusValue))
    end
    if Shared.tableCount(bonuses) == 0 then
      table.insert(bonuses, '<span style="color:red">None :(</span>')
    end
    result = result..'||'..table.concat(bonuses, '<br/>')

    --Finally, the cost
    local costs = {}
    if pill.cost.gp > 0 then table.insert(costs, Icons.GP(pill.cost.gp)) end
    if pill.cost.slayerCoins > 0 then table.insert(costs, Icons.SC(pill.cost.slayerCoins)) end
    for j, itemCost in ipairs(pill.cost.items) do
      local item = Items.getItemByID(itemCost[1])
      table.insert(costs, Icons.Icon({item.name, type='item', qty = itemCost[2], notext=true}))
    end
    result = result..'|| data-sort-value="'..pill.cost.gp..'"|'..table.concat(costs, '<br/>')
  end

  result = result..'\r\n|}'

  return result
end

function p.getObstaclesForItem(itemID)
  local result = {}
  for i, obst in ipairs(SkillData.Agility.Obstacles) do
    for j, costLine in ipairs(obst.cost.items) do
      if costLine[1] == itemID then
        table.insert(result, obst)
      end
    end
  end

  for i, obst in ipairs(SkillData.Agility.Pillars) do
    for j, costLine in ipairs(obst.cost.items) do
      if costLine[1] == itemID then
        table.insert(result, obst)
      end
    end
  end

  return result
end

return p