Module:Skills/Gathering: Difference between revisions

From Melvor Idle
m (Fix spacing between fish)
(_buildAstrologyModifierArray: Further fixes to key/value pair return value)
(37 intermediate revisions by 4 users not shown)
Line 9: Line 9:
local Items = require('Module:Items')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local thievingNormalLootChance = 75
local thievingAreaLootChance = 0.2
function p.getConstellationByID(constID)
return SkillData.Astrology.Constellations[constID]
end
function p.getConstellation(constName)
for i, const in ipairs(SkillData.Astrology.Constellations) do
if const.name == constName then
return const
end
end
return nil
end
function p.getConstellations(checkFunc)
local result = {}
for i, const in ipairs(SkillData.Astrology.Constellations) do
if checkFunc(const) then
table.insert(result, const)
end
end
return result
end


function p.getAxeTable(frame)
function p.getAxeTable(frame)
  local toolArray = {}
local toolArray = {}
  for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
    if Shared.contains(upgrade.name, 'Axe') then
if Shared.contains(upgrade.name, 'Axe') then
      table.insert(toolArray, upgrade)
table.insert(toolArray, upgrade)
    end
end
  end
end


  local result = '{| class="wikitable"'
local result = '{| class="wikitable"'
  result = result..'\r\n!colspan="4"| !!colspan="2"|Cut Time Decrease'
result = result..'\r\n!colspan="4"| !!colspan="2"|Cut Time Decrease'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
  result = result..'!!Cost!!This Axe!!Total'
result = result..'!!Cost!!This Axe!!Total'


  local total = 0
local total = 0


  for i, tool in Shared.skpairs(toolArray) do
for i, tool in Shared.skpairs(toolArray) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
    result = result..'||'..tool.name
result = result..'||'..tool.name
    local level = 1
local level = 1
    if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
      --Gonna be lazy and assume there's only the one skill level and it's the one we care about
--Gonna be lazy and assume there's only the one skill level and it's the one we care about
      level = tool.unlockRequirements.skillLevel[1][2]
level = tool.unlockRequirements.skillLevel[1][2]
    end
end
    result = result..'||style="text-align:right"|'..level
result = result..'||style="text-align:right"|'..level
    result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)
result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)


    local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
    total = total + cutTime
total = total + cutTime
    result = result..'||style="text-align:right"|-'..cutTime..'%'
result = result..'||style="text-align:right"|-'..cutTime..'%'
    result = result..'||style="text-align:right"|-'..total..'%'
result = result..'||style="text-align:right"|-'..total..'%'
  end
end


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


function p.getPickaxeTable(frame)
function p.getPickaxeTable(frame)
  local toolArray = {}
local toolArray = {}
  for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
    if Shared.contains(upgrade.name, 'Pickaxe') then
if Shared.contains(upgrade.name, 'Pickaxe') then
      table.insert(toolArray, upgrade)
table.insert(toolArray, upgrade)
    end
end
  end
end


  local result = '{| class="wikitable"'
local result = '{| class="wikitable"'
  result = result..'\r\n!colspan="4"| !!colspan="2"|Mine Time Decrease!!colspan="2"|2x Ore Chance'
result = result..'\r\n!colspan="4"| !!colspan="2"|Mine Time Decrease!!colspan="2"|2x Ore Chance'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
  result = result..'!!Cost!!This Pick!!Total!!This Pick!!Total'
result = result..'!!Cost!!This Pick!!Total!!This Pick!!Total'


  local total = 0
local total = 0
  local total2 = 0
local total2 = 0


  for i, tool in Shared.skpairs(toolArray) do
for i, tool in Shared.skpairs(toolArray) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
    result = result..'||'..tool.name
result = result..'||'..tool.name
    local level = 1
local level = 1
    if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
      --Gonna be lazy and assume there's only the one skill level and it's the one we care about
--Gonna be lazy and assume there's only the one skill level and it's the one we care about
      level = tool.unlockRequirements.skillLevel[1][2]
level = tool.unlockRequirements.skillLevel[1][2]
    end
end
    result = result..'||style="text-align:right"|'..level
result = result..'||style="text-align:right"|'..level
    result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)
result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)


    local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
    total = total + cutTime
total = total + cutTime


    result = result..'||style="text-align:right"|-'..cutTime..'%'
result = result..'||style="text-align:right"|-'..cutTime..'%'
    result = result..'||style="text-align:right"|-'..total..'%'
result = result..'||style="text-align:right"|-'..total..'%'


    local OreDouble = tool.contains.modifiers.increasedChanceToDoubleOres
local OreDouble = tool.contains.modifiers.increasedChanceToDoubleOres
    total2 = total2 + OreDouble
total2 = total2 + OreDouble


    result = result..'||style="text-align:right"|+'..OreDouble..'%'
result = result..'||style="text-align:right"|+'..OreDouble..'%'
    result = result..'||style="text-align:right"|+'..total2..'%'
result = result..'||style="text-align:right"|+'..total2..'%'
  end
end


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


function p.getRodTable(frame)
function p.getRodTable(frame)
  local toolArray = {}
local toolArray = {}
  for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
    if Shared.contains(upgrade.name, 'Fishing Rod') then
if Shared.contains(upgrade.name, 'Fishing Rod') then
      table.insert(toolArray, upgrade)
table.insert(toolArray, upgrade)
    end
end
  end
end


  local result = '{| class="wikitable"'
local result = '{| class="wikitable"'
  result = result..'\r\n!colspan="4"| !!colspan="2"|Catch Time Decrease'
result = result..'\r\n!colspan="4"| !!colspan="2"|Catch Time Decrease'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level'
result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level'
  result = result..'!!Cost!!This Rod!!Total'
result = result..'!!Cost!!This Rod!!Total'


  local total = 0
local total = 0


  for i, tool in Shared.skpairs(toolArray) do
for i, tool in Shared.skpairs(toolArray) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
    result = result..'||'..tool.name
result = result..'||'..tool.name
    local level = 1
local level = 1
    if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
      --Gonna be lazy and assume there's only the one skill level and it's the one we care about
--Gonna be lazy and assume there's only the one skill level and it's the one we care about
      level = tool.unlockRequirements.skillLevel[1][2]
level = tool.unlockRequirements.skillLevel[1][2]
    end
end
    result = result..'||style="text-align:right"|'..level
result = result..'||style="text-align:right"|'..level
    result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)
result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)


    local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
    total = total + cutTime
total = total + cutTime
    result = result..'||style="text-align:right"|-'..cutTime..'%'
result = result..'||style="text-align:right"|-'..cutTime..'%'
    result = result..'||style="text-align:right"|-'..total..'%'
result = result..'||style="text-align:right"|-'..total..'%'
  end
end


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


function p.getTreesTable(frame)
function p.getTreesTable(frame)
  local result = '{| class="wikitable sortable"'
local result = '{| class="wikitable sortable"'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Tree!!colspan="2"|Logs!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
result = result..'\r\n!colspan="2"|Tree!!colspan="2"|Logs!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
  result = result..'!!XP!!Cut Time!!XP/s!!GP/s'
result = result..'!!XP!!Cut Time!!XP/s!!GP/s'


  for i, tree in Shared.skpairs(SkillData.Woodcutting.Trees) do
for i, tree in Shared.skpairs(SkillData.Woodcutting.Trees) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    local treeName = Shared.titleCase(tree.type..' tree')
local treeName = Shared.titleCase(tree.type..' tree')
    local logName = Shared.titleCase(tree.type..' logs')
local logName = Shared.titleCase(tree.type..' logs')
    result = result..'\r\n|style="min-width:25px" data-sort-value="'..treeName..'"|'..Icons.Icon({logName, img=treeName, type='tree', notext=true, size=50})
result = result..'\r\n|style="min-width:25px" data-sort-value="'..treeName..'"|'..Icons.Icon({logName, img=treeName, type='tree', notext=true, size=50})
    result = result..'||'..treeName..''
result = result..'||'..treeName..''
    result = result..'||style="min-width:25px" data-sort-value="'..logName..'"|'..Icons.Icon({logName, type='item', notext=true, size=50})
result = result..'||style="min-width:25px" data-sort-value="'..logName..'"|'..Icons.Icon({logName, type='item', notext=true, size=50})
    result = result..'||[['..logName..']]'
result = result..'||'..Icons.Icon({logName, type='item', noicon=true})
    result = result..'||style="text-align:right"|'..tree.level
result = result..'||style="text-align:right"|'..tree.level
    result = result..'||style="text-align:right"|'..tree.xp
result = result..'||style="text-align:right"|'..tree.xp
    result = result..'||style="text-align:right" data-sort-value="'..tree.interval..'"|'..Shared.timeString(tree.interval/1000, true)
result = result..'||style="text-align:right" data-sort-value="'..tree.interval..'"|'..Shared.timeString(tree.interval/1000, true)
    local XPs = tree.xp / (tree.interval / 1000)
local XPs = tree.xp / (tree.interval / 1000)
    local Log = Items.getItemByID(i - 1)
local Log = Items.getItemByID(i - 1)
    local GPs = Log.sellsFor / (tree.interval / 1000)
local GPs = Log.sellsFor / (tree.interval / 1000)
    result = result..'||style="text-align:right"|'..Shared.round(XPs, 2, 2)
result = result..'||style="text-align:right"|'..Shared.round(XPs, 2, 2)
    result = result..'||style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))
result = result..'||style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))
  end
end


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


function p.getSpecialFishingTable(frame)
function p.getSpecialFishingTable(frame)
  local lootValue = 0
local lootValue = 0
  local totalWt = Items.specialFishWt
local totalWt = Items.specialFishWt


  local result = ''
local result = ''
  result = result..'\r\n{|class="wikitable sortable stickyHeader"'
result = result..'\r\n{|class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Item'
result = result..'\r\n!Item'
  result = result..'!!Price!!colspan="2"|Chance'
result = result..'!!Price!!colspan="2"|Chance'


  --Sort the loot table by weight in descending order
--Sort the loot table by weight in descending order
  table.sort(Items.specialFishLoot, function(a, b) return a[2] > b[2] end)
table.sort(Items.specialFishLoot, function(a, b) return a[2] > b[2] end)
  for i, row in pairs(Items.specialFishLoot) do
for i, row in pairs(Items.specialFishLoot) do
    local thisItem = Items.getItemByID(row[1])
local thisItem = Items.getItemByID(row[1])
    result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
    result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
    result = result..'|'..Icons.GP(thisItem.sellsFor)
result = result..'|'..Icons.GP(thisItem.sellsFor)


    local dropChance = (row[2] / totalWt) * 100
local dropChance = (row[2] / totalWt) * 100
    result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
    result = result..'|'..Shared.fraction(row[2], totalWt)
result = result..'|'..Shared.fraction(row[2], totalWt)
    result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
    lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor)
lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor)
  end
end
  result = result..'\r\n|}'
result = result..'\r\n|}'
  result = result..'\r\nThe average value of a roll on the special fishing loot table is '..Icons.GP(Shared.round(lootValue, 2, 0))
result = result..'\r\nThe average value of a roll on the special fishing loot table is '..Icons.GP(Shared.round(lootValue, 2, 0))


  return result
return result
end
end


function p.getFishingJunkTable(frame)
function p.getFishingJunkTable(frame)
  local result = '{| class="wikitable sortable stickyHeader"'
local result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Item!!Value'
result = result..'\r\n!colspan="2"|Item!!Value'
 
  local itemArray = Items.getItems(function(item) return item.type == "Junk" end)
local itemArray = Items.getItems(function(item) return item.type == "Junk" end)


  table.sort(itemArray, function(a, b) return a.name < b.name end)
table.sort(itemArray, function(a, b) return a.name < b.name end)


  for i, item in Shared.skpairs(itemArray) do
for i, item in Shared.skpairs(itemArray) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n|style="min-width:25px"|'..Icons.Icon({item.name, type='item', notext='true', size='50'})..'||[['..item.name..']]'
result = result..'\r\n|style="min-width:25px"|'..Icons.Icon({item.name, type='item', notext=true, size='50'})
    result = result..'||style="text-align:right;" data-sort-value="'..item.sellsFor..'"|'..Icons.GP(item.sellsFor)
result = result..'||'..Icons.Icon({item.name, type='item', noicon=true})
  end
result = result..'||style="text-align:right;" data-sort-value="'..item.sellsFor..'"|'..Icons.GP(item.sellsFor)
end


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


  return result
return result
end
end


function p.getMiningOresTable(frame)
function p.getMiningOresTable(frame)
  local result = '{|class="wikitable sortable stickyHeader"'
local result = '{|class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan=2|Ore!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
result = result..'\r\n!colspan=2|Ore!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
  result = result..'!!XP!!Respawn Time!!Ore Value'
result = result..'!!XP!!Respawn Time!!Ore Value'
 
local mineData = Shared.clone(SkillData.Mining.Rocks)
 
table.sort(mineData, function(a, b) return a.levelRequired < b.levelRequired end)
 
for i, oreData in Shared.skpairs(mineData) do
local ore = Items.getItemByID(oreData.oreID)
result = result..'\r\n|-\r\n|style="min-width:25px"|'..Icons.Icon({ore.name, type='item', size='50', notext=true})
result = result..'||'..Icons.Icon({ore.name, type='item', noicon=true})
result = result..'||style="text-align:right"|'..oreData.levelRequired..'||style="text-align:right"|'..ore.miningXP
result = result..'||style="text-align:right" data-sort-value="'..oreData.baseRespawnInterval..'"|'
result = result..Shared.timeString(oreData.baseRespawnInterval / 1000, true)
result = result..'||data-sort-value="'..ore.sellsFor..'"|'..Icons.GP(ore.sellsFor)
end


  local mineData = Shared.clone(SkillData.Mining.Rocks)
result = result..'\r\n|}'
return result
end


  table.sort(mineData, function(a, b) return a.level < b.level end)
function p.getMiningGemsTable(frame)
local result = '{|class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n!colspan=2|Gem!!Gem Chance!!Gem Price'


  for i, oreData in Shared.skpairs(mineData) do
-- Sort gems by ID order
    local ore = Items.getItemByID(oreData.ore)
for i, gemData in Shared.spairs(Items.GemTable, function(t,a,b) return t[a].id < t[b].id end) do
    result = result..'\r\n|-\r\n|style="min-width:25px"|'..Icons.Icon({ore.name, type='item', size='50', notext=true})..'||[['..ore.name..']]'
local gem = Items.getItemByID(gemData.id)
    result = result..'||style="text-align:right"|'..oreData.level..'||style="text-align:right"|'..ore.miningXP
result = result..'\r\n|-\r\n|style="min-width:25px"|'
    result = result..'||style="text-align:right" data-sort-value="'..oreData.respawnInterval..'"|'
result = result..Icons.Icon({gem.name, type='item', size='50', notext=true})
    result = result..Shared.timeString(oreData.respawnInterval / 1000, true)
result = result..'||'..Icons.Icon({gem.name, type='item', noicon=true})
    result = result..'||data-sort-value="'..ore.sellsFor..'"|'..Icons.GP(ore.sellsFor)
result = result..'||style="text-align:right"|'..string.format("%.1f%%", gemData.chance)
  end
result = result..'||data-sort-value="'..gem.sellsFor..'"|'..Icons.GP(gem.sellsFor)
end


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


function p.getFishTable(frame)
function p.getFishTable(frame)
  local data = Items.getItems(function(item) return item.fishingID ~= nil end)
local data = Items.getItems(function(item) return item.fishingID ~= nil end)


  table.sort(data, function(a, b) return a.fishingID < b.fishingID end)
table.sort(data, function(a, b) return a.fishingID < b.fishingID end)


  local result = '{| class="wikitable sortable stickyHeader"'
local result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Fish\r\n!Name\r\n!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level\r\n!Catch Time'
result = result..'\r\n!Fish\r\n!Name\r\n!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level\r\n!Catch Time'
  result = result..'\r\n!Experience\r\n!Fish Price\r\n!'..Icons.Icon({'Cooking', type='skill', notext=true})..' Level'
result = result..'\r\n!Experience\r\n!Fish Price\r\n!XP/s\r\n!GP/s\r\n!'
result = result..Icons.Icon({'Cooking', type='skill', notext=true})..' Level'


  for i, fish in Shared.skpairs(data) do
for i, fish in Shared.skpairs(data) do
    result = result..'\r\n|-'
result = result..'\r\n|-'
    result = result..'\r\n| style="text-align: left;" | '..Icons.Icon({fish.name, type='item', size='50', notext=true})
result = result..'\r\n| style="text-align: left;" | '..Icons.Icon({fish.name, type='item', size='50', notext=true})
    result = result..'\r\n| style ="text-align: left;" |[['..fish.name..']]'
result = result..'\r\n| style="text-align: left;" | '..Icons.Icon({fish.name, type='item', noicon=true})
    result = result..'\r\n| style="text-align:right"|'..fish.fishingLevel
result = result..'\r\n| style="text-align:right"|'..fish.fishingLevel


    local timeSortVal = (fish.minFishingInterval + fish.maxFishingInterval) / 2
local timeSortVal = (fish.minFishingInterval + fish.maxFishingInterval) / 2
    local timeStr = string.format("%.1fs-%.1fs", (fish.minFishingInterval/1000), (fish.maxFishingInterval/1000))
local timeStr = string.format("%.1fs-%.1fs", (fish.minFishingInterval/1000), (fish.maxFishingInterval/1000))
    result = result..'\r\n| style="text-align:right" data-sort-value="'..timeSortVal..'"|'..timeStr
result = result..'\r\n| style="text-align:right" data-sort-value="'..timeSortVal..'"|'..timeStr
    result = result..'\r\n| style="text-align:right"|'..fish.fishingXP
result = result..'\r\n| style="text-align:right"|'..fish.fishingXP
    result = result..'\r\n| style="text-align:right"|'..fish.sellsFor
result = result..'\r\n| style="text-align:right"|'..fish.sellsFor
local XPs = fish.fishingXP / (timeSortVal / 1000)
local GPs = fish.sellsFor / (timeSortVal / 1000)
result = result..'\r\n| style="text-align:right"|'..Shared.round(XPs, 2, 2)
result = result..'\r\n| style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))


    local cookStr = "N/A"
local cookStr = "N/A"
    if fish.cookingLevel ~= nil then  
if fish.cookingLevel ~= nil then  
      cookStr = fish.cookingLevel
cookStr = fish.cookingLevel
    end
end
    result = result..'\r\n| style="text-align:right"|'..cookStr
result = result..'\r\n| style="text-align:right"|'..cookStr
  end
end


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


function p.getFishingAreasTable(frame)
function p.getFishingAreasTable(frame)


  local result = '{| class="wikitable sortable stickyHeader"'
local result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Name\r\n!Fish\r\n!Fish Chance'
result = result..'\r\n!Name\r\n!Fish\r\n!Fish Chance'
  result = result..'\r\n!Junk Chance\r\n!Special Chance'
result = result..'\r\n!Junk Chance\r\n!Special Chance'
 
for i, area in Shared.skpairs(SkillData.Fishing.Areas) do
result = result..'\r\n|-'
result = result..'\r\n| style ="text-align: left;" |'..area.name
 
local fishArray = {}
for j, fish in Shared.skpairs(area.fish) do
local fishTable = Items.getItems(function(item) return item.fishingID == fish end)
local fishItem = fishTable[0] or fishTable[1]
table.insert(fishArray, Icons.Icon({fishItem.name, type='item'}))
end
result = result..'\r\n|'..table.concat(fishArray, '<br />')
 
result = result..'\r\n| style="text-align:right"|'..area.fishChance..'%'
result = result..'\r\n| style="text-align:right"|'..area.junkChance..'%'
result = result..'\r\n| style="text-align:right"|'..area.specialChance..'%'
end
 
result = result..'\r\n|}'
return result
end
 
function p.getThievingNPC(npcName)
local result = nil
for i, npc in Shared.skpairs(SkillData.Thieving.NPCs) do
if npc.name == npcName then
result = Shared.clone(npc)
break
end
end
return result
end
 
function p.getThievingNPCArea(npc)
if type(npc) == 'string' then
npc = p.getThievingNPC(npc)
end
local result = nil
for i, area in Shared.skpairs(SkillData.Thieving.Areas) do
for j, npcID in pairs(area.npcs) do
if npcID == npc.id then
result = area
break
end
end
end
return result
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 "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
end
return p._getThievingNPCStat(npc, statName)
end
 
function p.getThievingGeneralRareTable(frame)
local rareTxt = '{|class="wikitable sortable"'
rareTxt = rareTxt..'\r\n!Item!!Qty'
rareTxt = rareTxt..'!!Price!!colspan="2"|Chance'
for i, drop in pairs(SkillData.Thieving.RareItems) do
local thisItem = Items.getItemByID(drop.itemID)
local odds = drop.chance
rareTxt = rareTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
rareTxt = rareTxt..'||1||data-sort-value="'..thisItem.sellsFor..'"|'..Icons.GP(thisItem.sellsFor)
rareTxt = rareTxt..'||style="text-align:right" data-sort-value="'..odds..'"|'..Shared.fraction(1, Shared.round2(1/(odds/100), 0))
rareTxt = rareTxt..'||style="text-align:right" data-sort-value="'..odds..'"|'..Shared.round(odds, 4, 4)..'%'
end
rareTxt = rareTxt..'\r\n|}'
return rareTxt
end
 
function p._getThievingNPCLootTables(npc)
local result = ''
local sectionTxt = {}
--Five sections here: GP, normal loot, area loot, rare loot, and unique item
--First up, GP:
local gpTxt = 'Successfully pickpocketing the '..npc.name..' will always give '..Icons.GP(1, npc.maxGP)
table.insert(sectionTxt, gpTxt)
--Next up, normal loot:
--(Skip if no loot)
if npc.lootTable ~= nil and Shared.tableCount(npc.lootTable) > 0 then
local normalTxt = '===Possible Common Drops:===\r\nUp to one of these will be received on a successful pickpocket:'
local totalWt = 0
local lootChance = thievingNormalLootChance
local lootValue = 0
--First loop through to get the total weight so we have it for later
for i, loot in pairs(npc.lootTable) do
totalWt = totalWt + loot[2]
end
normalTxt = normalTxt..'\r\n{|class="wikitable sortable"'
normalTxt = normalTxt..'\r\n!Item!!Qty'
normalTxt = normalTxt..'!!Price!!colspan="2"|Chance'
--Then sort the loot table by weight
table.sort(npc.lootTable, function(a, b) return a[2] > b[2] end)
for i, row in Shared.skpairs(npc.lootTable) do
local thisItem = Items.getItemByID(row[1])
local maxQty = row[3]
if thisItem ~= nil then
normalTxt = normalTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
else
normalTxt = normalTxt..'\r\n|-\r\n|Unknown Item[[Category:Pages with script errors]]'
end
normalTxt = normalTxt..'||style="text-align:right" data-sort-value="'..maxQty..'"|'
if maxQty > 1 then
normalTxt = normalTxt.. '1 - '
end
normalTxt = normalTxt..Shared.formatnum(row[3])
--Adding price columns
local itemPrice = 0
if thisItem == nil then
normalTxt = normalTxt..'||data-sort-value="0"|???'
else
itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
if itemPrice == 0 or maxQty == 1 then
normalTxt = normalTxt..'||'..Icons.GP(itemPrice)
else
normalTxt = normalTxt..'||'..Icons.GP(itemPrice, itemPrice * maxQty)
end
end
--Getting the drop chance
local dropChance = (row[2] / totalWt * lootChance)
if dropChance ~= 100 then
--Show fraction as long as it isn't going to be 1/1
normalTxt = normalTxt..'||style="text-align:right" data-sort-value="'..row[2]..'"'
normalTxt = normalTxt..'|'..Shared.fraction(row[2] * lootChance, totalWt * 100)
normalTxt = normalTxt..'||'
else
normalTxt = normalTxt..'||colspan="2" data-sort-value="'..row[2]..'"'
end
normalTxt = normalTxt..'style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
--Adding to the average loot value based on price & dropchance
lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2))
end
if multiDrop then
normalTxt = normalTxt..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
if lootChance < 100 then
normalTxt = normalTxt..'\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||'
else
normalTxt = normalTxt..'\r\n|colspan="2" '
end
normalTxt = normalTxt..'style="text-align:right"|'..lootChance..'.00%'
end
normalTxt = normalTxt..'\r\n|}'
table.insert(sectionTxt, normalTxt)
end
--After normal drops, add in rare drops
local rareTxt = '===Possible Rare Drops:===\r\nAny of these can be received after a successful pickpocket'
rareTxt = rareTxt..'\r\n'..p.getThievingGeneralRareTable()
table.insert(sectionTxt, rareTxt)
local areaTxt = '===Possible Area Unique Drops==='
areaTxt = areaTxt..'\r\nAny Area Unique Drop is equally likely to be obtained after a successful pickpocket. '
areaTxt = areaTxt..'\r\nEach Area Unique Drop is rolled for separately, so it is possible to receive multiple Area Unique Drops from a single action. '
areaTxt = areaTxt..'The chance of receiving an Area Unique drop is tripled if the 95% Thieving Mastery Pool checkpoint is active.'
local area = p.getThievingNPCArea(npc)
areaTxt = areaTxt..'\r\n{|class="wikitable sortable"'
areaTxt = areaTxt..'\r\n!Item!!Qty'
areaTxt = areaTxt..'!!Price!!colspan="2"|Chance'
local dropCount = Shared.tableCount(area.uniqueDrops)
local dropLines = {}
for i, drop in pairs(area.uniqueDrops) do
local thisItem = Items.getItemByID(drop.itemID)
local lineTxt = ''
lineTxt = lineTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
lineTxt = lineTxt..'||'..drop.qty..'||data-sort-value="'..thisItem.sellsFor..'"|'..Icons.GP(thisItem.sellsFor)
lineTxt = lineTxt..'||style="text-align:right"|'..Shared.fraction(1, 1/(thievingAreaLootChance/100))
lineTxt = lineTxt..'||'..Shared.round(thievingAreaLootChance, 2, 2)..'%'
dropLines[thisItem.name] = lineTxt
end
for i, txt in Shared.skpairs(dropLines) do
areaTxt = areaTxt..txt
end
areaTxt = areaTxt..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
areaTxt = areaTxt..'\r\n|style="text-align:right"|'..Shared.fraction(1, 1/(thievingAreaLootChance/100))..'||'
areaTxt = areaTxt..'style="text-align:right"|'..Shared.round(thievingAreaLootChance, 2, 2)..'%'
areaTxt = areaTxt..'\r\n|}'
table.insert(sectionTxt, areaTxt)
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID > -1 then
local uniqueTxt = '===Possible NPC Unique Drop==='
uniqueTxt = uniqueTxt..'\r\nThe chance of receiving the unique drop for an NPC is based on a combination of several factors.'
uniqueTxt = uniqueTxt..' The unique drop chance for an NPC is included in the tooltip for your Stealth against that NPC.'
local thisItem = Items.getItemByID(npc.uniqueDrop.itemID)
uniqueTxt = uniqueTxt..'\r\nThe unique drop for the '..npc.name..' is '
if npc.uniqueDrop.qty > 1 then
uniqueTxt = uniqueTxt..Icons.Icon({thisItem.name, type='item', qty=npc.uniqueDrop.qty})
else
uniqueTxt = uniqueTxt..Icons.Icon({thisItem.name, type='item'})
end
table.insert(sectionTxt, uniqueTxt)
end
return table.concat(sectionTxt, '\r\n')
end
 
function p.getThievingNPCLootTables(frame)
local npcName = frame.args ~= nil and frame.args[1] or frame
local npc = p.getThievingNPC(npcName)
if npc == nil then
return "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
end
return p._getThievingNPCLootTables(npc)
end
 
function p.getThievingNPCTable()
local result = '{| class="wikitable sortable stickyHeader"'
result = result..'\r\n|- class="headerRow-0"'
result = result..'\r\n!colspan="2"|Name!!Area!!'..Icons.Icon({'Thieving', type='skill', notext=true})..' Level!!Experience!!Max Hit!!Perception!!GP!!Unique Drop'
local npcArray = Shared.clone(SkillData.Thieving.NPCs)
table.sort(npcArray, function(a, b) return a.level < b.level end)
for i, npc in Shared.skpairs(npcArray) do
result = result..'\r\n|-'
result = result..'\r\n|'..Icons.Icon({npc.name, type='thieving', size='50', notext=true})
result = result..'||'..Icons.Icon({npc.name, type='thieving', noicon=true})
 
local area = p.getThievingNPCArea(npc)
result = result..'||'..area.name
result = result..'||'..Icons._SkillReq('Thieving', npc.level)
result = result..'||style="text-align:right"|'..npc.xp
result = result..'||style="text-align:right"|'..(npc.maxHit * 10)
result = result..'||style="text-align:right"|'..npc.perception
result = result..'||data-sort-value="' .. npc.maxGP .. '"|'..Icons.GP(1, npc.maxGP)
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID > -1 then
local uniqueDrop = Items.getItemByID(npc.uniqueDrop.itemID)
if npc.uniqueDrop.qty > 1 then
result = result..'||data-sort-value="'..uniqueDrop.name..'"|'..Icons.Icon({uniqueDrop.name, type='item', qty = npc.uniqueDrop.qty})
else
result = result..'||data-sort-value="'..uniqueDrop.name..'"|'..Icons.Icon({uniqueDrop.name, type='item'})
end
else
result = result..'|| '
end
end
result = result..'\r\n|}'
return result
end
 
function p.getThievingAreaTable(frame)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!Area!!'..Icons.Icon({'Thieving', type='skill', notext=true})..' Level!!NPCs!!Unique Drops')
local areaArray = Shared.clone(SkillData.Thieving.Areas)
table.sort(areaArray, function(a, b) return a.id < b.id end)
for i, area in ipairs(areaArray) do
local minLevel, npcList, areaItemList = nil, {}, {}
-- Build NPC list & determine level for area, this is the minimum
-- Thieving level required for all NPCs within that area
if area.npcs ~= nil and Shared.tableCount(area.npcs) > 0 then
for j, npcID in ipairs(area.npcs) do
-- Don't bother cloning the NPC below since we aren't modifying any part of it
local npc = SkillData.Thieving.NPCs[npcID + 1]
if minLevel == nil or npc.level < minLevel then
minLevel = npc.level
end
table.insert(npcList, Icons.Icon({npc.name, type='thieving'}))
end
else
table.insert(npcList, '')
end
-- Build area unique item list
if area.uniqueDrops ~= nil and Shared.tableCount(area.uniqueDrops) > 0 then
for k, drop in ipairs(area.uniqueDrops) do
local areaItem = Items.getItemByID(drop.itemID)
if areaItem == nil then
table.insert(areaItemList, 'Unknown[[Category:Pages with script errors]]')
else
local iconDef = {areaItem.name, type='item'}
if drop.qty > 1 then
iconDef.qty = drop.qty
end
table.insert(areaItemList, Icons.Icon(iconDef))
end
end
else
table.insert(areaItemList, '')
end
-- Generate table row
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|' .. area.name)
table.insert(resultPart, '\r\n|' .. Icons._SkillReq('Thieving', minLevel))
table.insert(resultPart, '\r\n|' .. table.concat(npcList, '<br/>'))
table.insert(resultPart, '\r\n|' .. table.concat(areaItemList, '<br/>'))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
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
if not result then
for i, area in pairs(SkillData.Thieving.Areas) do
for j, drop in pairs(area.uniqueDrops) do
if drop.itemID == itemID then
for k, npcID in pairs(area.npcs) do
areaNPCs[npcID] = drop.qty
end
break
end
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 = 0
for j, drop in pairs(npc.lootTable) do
totalWt = totalWt + drop[2]
if drop[1] == itemID then
dropWt = drop[2]
dropQty = drop[3]
end
end
if dropWt > 0 then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = dropQty, wt = dropWt * thievingNormalLootChance, totalWt = totalWt * 100, level = npc.level})
end
--Chance of -1 on unique drops is to indicate variable chance
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID == itemID then
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.qty, maxQty = npc.uniqueDrop.qty, wt = -1, totalWt = -1, level = npc.level})
end
if areaNPCs[npc.id] ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = thievingAreaLootChance, totalWt = 100, level = npc.level})
end
end
for i, drop in pairs(SkillData.Thieving.RareItems) do
if drop.itemID == itemID then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
end
end
return resultArray
end


  for i, area in Shared.skpairs(SkillData.Fishing.Areas) do
-- For a given constellation cons and modifier value modValue, generates and returns
    result = result..'\r\n|-'
-- a table of modifiers, much like any other item/object elsewhere in the game.
    result = result..'\r\n| style ="text-align: left;" |'..area.name
-- 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 modArray = {}
local isSkillMod = {}
-- Standard modifiers
if includeStandard then
for i, skillMods in ipairs(cons.standardModifiers) do
local skillID = cons.skills[i]
if skillID ~= nil then
for j, modName in ipairs(skillMods) do
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
-- Check if modifier varies by skill, and amend the modifier value accordingly
local modVal = modValue
if Shared.contains(modText, '{SV0}') then
isSkillMod[modName] = true
modVal = {skillID, modValue}
end
addToArray(modArray, {modName, modVal})
end
end
end
end
-- Unique modifiers
if includeUnique then
local skillArray = {}
for i, skillID in ipairs(cons.skills) do
table.insert(skillArray, SkillData.Skills[skillID + 1])
end
for i, modName in ipairs(cons.uniqueModifiers) do
-- The most important thing we're getting here is the modText and modBase
-- modText lets us check if this is a per-skill modifier or not
-- modBase lets us check .isSkill, which are modifiers that we only use for skills with Mastery
local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
if Shared.contains(modText, '{SV0}') then
isSkillMod[modName] = true
-- Check which skills the current modifier can be used for
for j, skillID in ipairs(cons.skills) do
if not modBase.isSkill or (modBase.isSkill and skillArray[j].hasMastery) then
addToArray(modArray, {modName, {skillID, modValue}})
end
end
else
addToArray(modArray, {modName, modValue})
end
end
end
if asKeyValue then
local modArrayKV = {}
for i, modDefn in ipairs(modArray) do
local modName, modVal = modDefn[1], modDefn[2]
local isSkill = isSkillMod[modName]
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


    local fishArray = {}
function p._buildAstrologyConstellationTable()
    for j, fish in Shared.skpairs(area.fish) do
local maxModifier = 5
      local fishTable = Items.getItems(function(item) return item.fishingID == fish end)
local result = '{|class="wikitable sortable stickyHeader"'
      local fishItem = fishTable[0] or fishTable[1]
result = result..'\r\n|- class="headerRow-0"'
      table.insert(fishArray, Icons.Icon({fishItem.name, type='item'}))
result = result..'\r\n!colspan="2"|Constellation!!'..Icons.Icon({"Astrology", type='skill', notext='true'})..' Level'
    end
result = result..'!!XP!!Skills!!Standard Modifiers!!Unique Modifiers'
    result = result..'\r\n|'..table.concat(fishArray, '<br />')
for i, cons in Shared.skpairs(SkillData.Astrology.Constellations) do
local name = cons.name
result = result..'\r\n|-'
result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='constellation', size='50', notext=true})..'||'..name
result = result..'||'..cons.level..'||'..cons.provides.xp
local skillIconArray = {}
for j, skillID in ipairs(cons.skills) do
table.insert(skillIconArray, Icons.Icon({Constants.getSkillName(skillID), type='skill'}))
end
result = result..'||'..table.concat(skillIconArray, '<br/>')
local standModsRaw = p._buildAstrologyModifierArray(cons, maxModifier, true, false, false, false)
local standMods = {}
--Building the list of Standard modifiers:
for j, modifier in ipairs(standModsRaw) do
table.insert(standMods, Constants._getModifierText(modifier[1], modifier[2], false))
end
result = result..'|| '..table.concat(standMods, '<br/>')
--Building the list of all Unique Modifiers
local uModsRaw = p._buildAstrologyModifierArray(cons, maxModifier, false, true, false, false)
local uMods = {}
for j, modifier in ipairs(uModsRaw) do
table.insert(uMods, Constants._getModifierText(modifier[1], modifier[2], false))
end
result = result..'||'..table.concat(uMods, '<br/>')
end
result = result..'\r\n|}'
return result
end


    result = result..'\r\n| style="text-align:right"|'..area.fishChance..'%'
function p.buildAstrologyConstellationTable(frame)
    result = result..'\r\n| style="text-align:right"|'..area.junkChance..'%'
return p._buildAstrologyConstellationTable()
    result = result..'\r\n| style="text-align:right"|'..area.specialChance..'%'
end
  end


  result = result..'\r\n|}'
function p.buildAstrologyValueTable()
  return result
local result = '{|class="wikitable sortable"'
result = result..'\r\n!rowspan="2"| Value!!colspan="2"| Chance'
result = result..'\r\n|-\r\n! This Value!! This Value or Greater'
local lastChance = 0
local cumulativeChance = 100
for i, chance in Shared.skpairs(SkillData.Astrology.Defaults.valueWeight) do
local thisChance = (i == 5 and chance) or chance - lastChance
result = result..'\r\n|-'
result = result..'\r\n|style="text-align:right"| '..i
result = result..'\r\n|style="text-align:right"| ' .. thisChance .. '%'
result = result..'\r\n|style="text-align:right"| ' .. cumulativeChance .. '%'
cumulativeChance = cumulativeChance - thisChance
lastChance = chance
end
result = result..'\r\n|}'
return result
end
end


return p
return p

Revision as of 02:42, 25 January 2022

Documentation for this module may be created at Module:Skills/Gathering/doc

--Splitting some functions into here to avoid bloating a single file
local p = {}

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

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

local thievingNormalLootChance = 75
local thievingAreaLootChance = 0.2

function p.getConstellationByID(constID)
	return SkillData.Astrology.Constellations[constID]
end

function p.getConstellation(constName)
	for i, const in ipairs(SkillData.Astrology.Constellations) do
		if const.name == constName then
			return const	
		end
	end
	return nil
end

function p.getConstellations(checkFunc)
	local result = {}
	for i, const in ipairs(SkillData.Astrology.Constellations) do
		if checkFunc(const) then
			table.insert(result, const)
		end
	end
	return result
end

function p.getAxeTable(frame)
	local toolArray = {}
	for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
		if Shared.contains(upgrade.name, 'Axe') then
			table.insert(toolArray, upgrade)
		end
	end

	local result = '{| class="wikitable"'
	result = result..'\r\n!colspan="4"| !!colspan="2"|Cut Time Decrease'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
	result = result..'!!Cost!!This Axe!!Total'

	local total = 0

	for i, tool in Shared.skpairs(toolArray) do
		result = result..'\r\n|-'
		result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
		result = result..'||'..tool.name
		local level = 1
		if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
			--Gonna be lazy and assume there's only the one skill level and it's the one we care about
			level = tool.unlockRequirements.skillLevel[1][2]
		end
		result = result..'||style="text-align:right"|'..level
		result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)

		local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
		total = total + cutTime
		result = result..'||style="text-align:right"|-'..cutTime..'%'
		result = result..'||style="text-align:right"|-'..total..'%'
	end

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

function p.getPickaxeTable(frame)
	local toolArray = {}
	for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
		if Shared.contains(upgrade.name, 'Pickaxe') then
			table.insert(toolArray, upgrade)
		end
	end

	local result = '{| class="wikitable"'
	result = result..'\r\n!colspan="4"| !!colspan="2"|Mine Time Decrease!!colspan="2"|2x Ore Chance'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
	result = result..'!!Cost!!This Pick!!Total!!This Pick!!Total'

	local total = 0
	local total2 = 0

	for i, tool in Shared.skpairs(toolArray) do
		result = result..'\r\n|-'
		result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
		result = result..'||'..tool.name
		local level = 1
		if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
			--Gonna be lazy and assume there's only the one skill level and it's the one we care about
			level = tool.unlockRequirements.skillLevel[1][2]
		end
		result = result..'||style="text-align:right"|'..level
		result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)

		local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
		total = total + cutTime

		result = result..'||style="text-align:right"|-'..cutTime..'%'
		result = result..'||style="text-align:right"|-'..total..'%'

		local OreDouble = tool.contains.modifiers.increasedChanceToDoubleOres
		total2 = total2 + OreDouble

		result = result..'||style="text-align:right"|+'..OreDouble..'%'
		result = result..'||style="text-align:right"|+'..total2..'%'
	end

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

function p.getRodTable(frame)
	local toolArray = {}
	for i, upgrade in Shared.skpairs(ShopData.Shop.SkillUpgrades) do
		if Shared.contains(upgrade.name, 'Fishing Rod') then
			table.insert(toolArray, upgrade)
		end
	end

	local result = '{| class="wikitable"'
	result = result..'\r\n!colspan="4"| !!colspan="2"|Catch Time Decrease'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level'
	result = result..'!!Cost!!This Rod!!Total'

	local total = 0

	for i, tool in Shared.skpairs(toolArray) do
		result = result..'\r\n|-'
		result = result..'\r\n|style="min-width:25px" data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
		result = result..'||'..tool.name
		local level = 1
		if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
			--Gonna be lazy and assume there's only the one skill level and it's the one we care about
			level = tool.unlockRequirements.skillLevel[1][2]
		end
		result = result..'||style="text-align:right"|'..level
		result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)

		local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
		total = total + cutTime
		result = result..'||style="text-align:right"|-'..cutTime..'%'
		result = result..'||style="text-align:right"|-'..total..'%'
	end

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

function p.getTreesTable(frame)
	local result = '{| class="wikitable sortable"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Tree!!colspan="2"|Logs!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
	result = result..'!!XP!!Cut Time!!XP/s!!GP/s'

	for i, tree in Shared.skpairs(SkillData.Woodcutting.Trees) do
		result = result..'\r\n|-'
		local treeName = Shared.titleCase(tree.type..' tree')
		local logName = Shared.titleCase(tree.type..' logs')
		result = result..'\r\n|style="min-width:25px" data-sort-value="'..treeName..'"|'..Icons.Icon({logName, img=treeName, type='tree', notext=true, size=50})
		result = result..'||'..treeName..''
		result = result..'||style="min-width:25px" data-sort-value="'..logName..'"|'..Icons.Icon({logName, type='item', notext=true, size=50})
		result = result..'||'..Icons.Icon({logName, type='item', noicon=true})
		result = result..'||style="text-align:right"|'..tree.level
		result = result..'||style="text-align:right"|'..tree.xp
		result = result..'||style="text-align:right" data-sort-value="'..tree.interval..'"|'..Shared.timeString(tree.interval/1000, true)
		local XPs = tree.xp / (tree.interval / 1000)
		local Log = Items.getItemByID(i - 1)
		local GPs = Log.sellsFor / (tree.interval / 1000)
		result = result..'||style="text-align:right"|'..Shared.round(XPs, 2, 2)
		result = result..'||style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))
	end

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

function p.getSpecialFishingTable(frame)
	local lootValue = 0
	local totalWt = Items.specialFishWt

	local result = ''
	result = result..'\r\n{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!Item'
	result = result..'!!Price!!colspan="2"|Chance'

	--Sort the loot table by weight in descending order
	table.sort(Items.specialFishLoot, function(a, b) return a[2] > b[2] end)
	for i, row in pairs(Items.specialFishLoot) do
		local thisItem = Items.getItemByID(row[1])
		result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
		result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
		result = result..'|'..Icons.GP(thisItem.sellsFor)

		local dropChance = (row[2] / totalWt) * 100
		result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
		result = result..'|'..Shared.fraction(row[2], totalWt)
		result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
		lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor)
	end
	result = result..'\r\n|}'
	result = result..'\r\nThe average value of a roll on the special fishing loot table is '..Icons.GP(Shared.round(lootValue, 2, 0))

	return result
end

function p.getFishingJunkTable(frame)
	local result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Item!!Value'
	
	local itemArray = Items.getItems(function(item) return item.type == "Junk" end)

	table.sort(itemArray, function(a, b) return a.name < b.name end)

	for i, item in Shared.skpairs(itemArray) do
		result = result..'\r\n|-'
		result = result..'\r\n|style="min-width:25px"|'..Icons.Icon({item.name, type='item', notext=true, size='50'})
		result = result..'||'..Icons.Icon({item.name, type='item', noicon=true})
		result = result..'||style="text-align:right;" data-sort-value="'..item.sellsFor..'"|'..Icons.GP(item.sellsFor)
	end

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

	return result
end

function p.getMiningOresTable(frame)
	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan=2|Ore!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
	result = result..'!!XP!!Respawn Time!!Ore Value'

	local mineData = Shared.clone(SkillData.Mining.Rocks)

	table.sort(mineData, function(a, b) return a.levelRequired < b.levelRequired end)

	for i, oreData in Shared.skpairs(mineData) do
		local ore = Items.getItemByID(oreData.oreID)
		result = result..'\r\n|-\r\n|style="min-width:25px"|'..Icons.Icon({ore.name, type='item', size='50', notext=true})
		result = result..'||'..Icons.Icon({ore.name, type='item', noicon=true})
		result = result..'||style="text-align:right"|'..oreData.levelRequired..'||style="text-align:right"|'..ore.miningXP
		result = result..'||style="text-align:right" data-sort-value="'..oreData.baseRespawnInterval..'"|'
		result = result..Shared.timeString(oreData.baseRespawnInterval / 1000, true)
		result = result..'||data-sort-value="'..ore.sellsFor..'"|'..Icons.GP(ore.sellsFor)
	end

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

function p.getMiningGemsTable(frame)
	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan=2|Gem!!Gem Chance!!Gem Price'

	-- Sort gems by ID order
	for i, gemData in Shared.spairs(Items.GemTable, function(t,a,b) return t[a].id < t[b].id end) do
		local gem = Items.getItemByID(gemData.id)
		result = result..'\r\n|-\r\n|style="min-width:25px"|'
		result = result..Icons.Icon({gem.name, type='item', size='50', notext=true})
		result = result..'||'..Icons.Icon({gem.name, type='item', noicon=true})
		result = result..'||style="text-align:right"|'..string.format("%.1f%%", gemData.chance)
		result = result..'||data-sort-value="'..gem.sellsFor..'"|'..Icons.GP(gem.sellsFor)
	end

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

function p.getFishTable(frame)
	local data = Items.getItems(function(item) return item.fishingID ~= nil end)

	table.sort(data, function(a, b) return a.fishingID < b.fishingID end)

	local result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!Fish\r\n!Name\r\n!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level\r\n!Catch Time'
	result = result..'\r\n!Experience\r\n!Fish Price\r\n!XP/s\r\n!GP/s\r\n!'
	result = result..Icons.Icon({'Cooking', type='skill', notext=true})..' Level'

	for i, fish in Shared.skpairs(data) do
		result = result..'\r\n|-'
		result = result..'\r\n| style="text-align: left;" | '..Icons.Icon({fish.name, type='item', size='50', notext=true})
		result = result..'\r\n| style="text-align: left;" | '..Icons.Icon({fish.name, type='item', noicon=true})
		result = result..'\r\n| style="text-align:right"|'..fish.fishingLevel

		local timeSortVal = (fish.minFishingInterval + fish.maxFishingInterval) / 2
		local timeStr = string.format("%.1fs-%.1fs", (fish.minFishingInterval/1000), (fish.maxFishingInterval/1000))
		result = result..'\r\n| style="text-align:right" data-sort-value="'..timeSortVal..'"|'..timeStr
		result = result..'\r\n| style="text-align:right"|'..fish.fishingXP
		result = result..'\r\n| style="text-align:right"|'..fish.sellsFor
		local XPs = fish.fishingXP / (timeSortVal / 1000)
		local GPs = fish.sellsFor / (timeSortVal / 1000)
		result = result..'\r\n| style="text-align:right"|'..Shared.round(XPs, 2, 2)
		result = result..'\r\n| style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))

		local cookStr = "N/A"
		if fish.cookingLevel ~= nil then 
			cookStr = fish.cookingLevel
		end
		result = result..'\r\n| style="text-align:right"|'..cookStr
	end

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

function p.getFishingAreasTable(frame)

	local result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!Name\r\n!Fish\r\n!Fish Chance'
	result = result..'\r\n!Junk Chance\r\n!Special Chance'

	for i, area in Shared.skpairs(SkillData.Fishing.Areas) do
		result = result..'\r\n|-'
		result = result..'\r\n| style ="text-align: left;" |'..area.name

		local fishArray = {}
		for j, fish in Shared.skpairs(area.fish) do
			local fishTable = Items.getItems(function(item) return item.fishingID == fish end)
			local fishItem = fishTable[0] or fishTable[1]
			table.insert(fishArray, Icons.Icon({fishItem.name, type='item'}))
		end
		result = result..'\r\n|'..table.concat(fishArray, '<br />')

		result = result..'\r\n| style="text-align:right"|'..area.fishChance..'%'
		result = result..'\r\n| style="text-align:right"|'..area.junkChance..'%'
		result = result..'\r\n| style="text-align:right"|'..area.specialChance..'%'
	end

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

function p.getThievingNPC(npcName)
	local result = nil
	for i, npc in Shared.skpairs(SkillData.Thieving.NPCs) do
		if npc.name == npcName then
			result = Shared.clone(npc)
			break
		end
	end
	return result
end

function p.getThievingNPCArea(npc)
	if type(npc) == 'string' then
		npc = p.getThievingNPC(npc)
	end
	
	local result = nil
	for i, area in Shared.skpairs(SkillData.Thieving.Areas) do
		for j, npcID in pairs(area.npcs) do
			if npcID == npc.id then
				result = area
				break
			end
		end
	end
	return result
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 "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
	end
	
	return p._getThievingNPCStat(npc, statName)
end

function p.getThievingGeneralRareTable(frame)
	local rareTxt = '{|class="wikitable sortable"'
	rareTxt = rareTxt..'\r\n!Item!!Qty'
	rareTxt = rareTxt..'!!Price!!colspan="2"|Chance'
	for i, drop in pairs(SkillData.Thieving.RareItems) do
		local thisItem = Items.getItemByID(drop.itemID)
		local odds = drop.chance
		
		rareTxt = rareTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
		rareTxt = rareTxt..'||1||data-sort-value="'..thisItem.sellsFor..'"|'..Icons.GP(thisItem.sellsFor)
		rareTxt = rareTxt..'||style="text-align:right" data-sort-value="'..odds..'"|'..Shared.fraction(1, Shared.round2(1/(odds/100), 0))
		rareTxt = rareTxt..'||style="text-align:right" data-sort-value="'..odds..'"|'..Shared.round(odds, 4, 4)..'%'
	end
	rareTxt = rareTxt..'\r\n|}'
	return rareTxt
end

function p._getThievingNPCLootTables(npc)
	local result = ''
	local sectionTxt = {}
	
	--Five sections here: GP, normal loot, area loot, rare loot, and unique item
	--First up, GP:
	local gpTxt = 'Successfully pickpocketing the '..npc.name..' will always give '..Icons.GP(1, npc.maxGP)
	table.insert(sectionTxt, gpTxt)
	
	--Next up, normal loot:
	--(Skip if no loot)
	if npc.lootTable ~= nil and Shared.tableCount(npc.lootTable) > 0 then
		local normalTxt = '===Possible Common Drops:===\r\nUp to one of these will be received on a successful pickpocket:'
		local totalWt = 0
		local lootChance = thievingNormalLootChance
		local lootValue = 0
		
		--First loop through to get the total weight so we have it for later
		for i, loot in pairs(npc.lootTable) do
			totalWt = totalWt + loot[2]
		end
		
		normalTxt = normalTxt..'\r\n{|class="wikitable sortable"'
		normalTxt = normalTxt..'\r\n!Item!!Qty'
		normalTxt = normalTxt..'!!Price!!colspan="2"|Chance'
		
		--Then sort the loot table by weight
		table.sort(npc.lootTable, function(a, b) return a[2] > b[2] end)
		for i, row in Shared.skpairs(npc.lootTable) do
			local thisItem = Items.getItemByID(row[1])
			local maxQty = row[3]
			if thisItem ~= nil then
				normalTxt = normalTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
			else
				normalTxt = normalTxt..'\r\n|-\r\n|Unknown Item[[Category:Pages with script errors]]'
			end
			normalTxt = normalTxt..'||style="text-align:right" data-sort-value="'..maxQty..'"|'
		
			if maxQty > 1 then
				normalTxt = normalTxt.. '1 - '
			end
			normalTxt = normalTxt..Shared.formatnum(row[3])
			
			--Adding price columns
			local itemPrice = 0
			if thisItem == nil then
				normalTxt = normalTxt..'||data-sort-value="0"|???'
			else
				itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
				if itemPrice == 0 or maxQty == 1 then
					normalTxt = normalTxt..'||'..Icons.GP(itemPrice)
				else
					normalTxt = normalTxt..'||'..Icons.GP(itemPrice, itemPrice * maxQty)
				end
			end
		
			--Getting the drop chance
			local dropChance = (row[2] / totalWt * lootChance)
			if dropChance ~= 100 then
				--Show fraction as long as it isn't going to be 1/1
				normalTxt = normalTxt..'||style="text-align:right" data-sort-value="'..row[2]..'"'
				normalTxt = normalTxt..'|'..Shared.fraction(row[2] * lootChance, totalWt * 100)
				normalTxt = normalTxt..'||'
			else
				normalTxt = normalTxt..'||colspan="2" data-sort-value="'..row[2]..'"'
			end
			normalTxt = normalTxt..'style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
	
			--Adding to the average loot value based on price & dropchance
			lootValue = lootValue + (dropChance * 0.01 * itemPrice * ((1 + maxQty) / 2))
		end
		if multiDrop then
			normalTxt = normalTxt..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
			if lootChance < 100 then
				normalTxt = normalTxt..'\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||'
			else
				normalTxt = normalTxt..'\r\n|colspan="2" '
			end
			normalTxt = normalTxt..'style="text-align:right"|'..lootChance..'.00%'
		end
		normalTxt = normalTxt..'\r\n|}'
		table.insert(sectionTxt, normalTxt)
	end
	
	--After normal drops, add in rare drops
	local rareTxt = '===Possible Rare Drops:===\r\nAny of these can be received after a successful pickpocket'
	rareTxt = rareTxt..'\r\n'..p.getThievingGeneralRareTable()
	table.insert(sectionTxt, rareTxt)
	
	local areaTxt = '===Possible Area Unique Drops==='
	areaTxt = areaTxt..'\r\nAny Area Unique Drop is equally likely to be obtained after a successful pickpocket. '
	areaTxt = areaTxt..'\r\nEach Area Unique Drop is rolled for separately, so it is possible to receive multiple Area Unique Drops from a single action. '
	areaTxt = areaTxt..'The chance of receiving an Area Unique drop is tripled if the 95% Thieving Mastery Pool checkpoint is active.'
	
	local area = p.getThievingNPCArea(npc)
	areaTxt = areaTxt..'\r\n{|class="wikitable sortable"'
	areaTxt = areaTxt..'\r\n!Item!!Qty'
	areaTxt = areaTxt..'!!Price!!colspan="2"|Chance'
	local dropCount = Shared.tableCount(area.uniqueDrops)
	local dropLines = {}
	for i, drop in pairs(area.uniqueDrops) do
		local thisItem = Items.getItemByID(drop.itemID)
		local lineTxt = ''
		lineTxt = lineTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
		lineTxt = lineTxt..'||'..drop.qty..'||data-sort-value="'..thisItem.sellsFor..'"|'..Icons.GP(thisItem.sellsFor)
		lineTxt = lineTxt..'||style="text-align:right"|'..Shared.fraction(1, 1/(thievingAreaLootChance/100))
		lineTxt = lineTxt..'||'..Shared.round(thievingAreaLootChance, 2, 2)..'%'
		dropLines[thisItem.name] = lineTxt
	end
	for i, txt in Shared.skpairs(dropLines) do
		areaTxt = areaTxt..txt
	end
	areaTxt = areaTxt..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
	areaTxt = areaTxt..'\r\n|style="text-align:right"|'..Shared.fraction(1, 1/(thievingAreaLootChance/100))..'||'
	areaTxt = areaTxt..'style="text-align:right"|'..Shared.round(thievingAreaLootChance, 2, 2)..'%'
	areaTxt = areaTxt..'\r\n|}'
	table.insert(sectionTxt, areaTxt)
	
	if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID > -1 then
		local uniqueTxt = '===Possible NPC Unique Drop==='
		uniqueTxt = uniqueTxt..'\r\nThe chance of receiving the unique drop for an NPC is based on a combination of several factors.'
		uniqueTxt = uniqueTxt..' The unique drop chance for an NPC is included in the tooltip for your Stealth against that NPC.'
		local thisItem = Items.getItemByID(npc.uniqueDrop.itemID)
		uniqueTxt = uniqueTxt..'\r\nThe unique drop for the '..npc.name..' is '
		if npc.uniqueDrop.qty > 1 then
			uniqueTxt = uniqueTxt..Icons.Icon({thisItem.name, type='item', qty=npc.uniqueDrop.qty})
		else
			uniqueTxt = uniqueTxt..Icons.Icon({thisItem.name, type='item'})
		end
		
		table.insert(sectionTxt, uniqueTxt)
	end
	
	return table.concat(sectionTxt, '\r\n')
end

function p.getThievingNPCLootTables(frame)
	local npcName = frame.args ~= nil and frame.args[1] or frame
	local npc = p.getThievingNPC(npcName)
	if npc == nil then
		return "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
	end
	
	return p._getThievingNPCLootTables(npc)
end

function p.getThievingNPCTable()
	local result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Name!!Area!!'..Icons.Icon({'Thieving', type='skill', notext=true})..' Level!!Experience!!Max Hit!!Perception!!GP!!Unique Drop'
	local npcArray = Shared.clone(SkillData.Thieving.NPCs)
	table.sort(npcArray, function(a, b) return a.level < b.level end)
	for i, npc in Shared.skpairs(npcArray) do
		result = result..'\r\n|-'
		result = result..'\r\n|'..Icons.Icon({npc.name, type='thieving', size='50', notext=true})
		result = result..'||'..Icons.Icon({npc.name, type='thieving', noicon=true})

		local area = p.getThievingNPCArea(npc)
		result = result..'||'..area.name
		result = result..'||'..Icons._SkillReq('Thieving', npc.level)
		result = result..'||style="text-align:right"|'..npc.xp
		result = result..'||style="text-align:right"|'..(npc.maxHit * 10)
		result = result..'||style="text-align:right"|'..npc.perception
		result = result..'||data-sort-value="' .. npc.maxGP .. '"|'..Icons.GP(1, npc.maxGP)
		if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID > -1 then
			local uniqueDrop = Items.getItemByID(npc.uniqueDrop.itemID)
			if npc.uniqueDrop.qty > 1 then
				result = result..'||data-sort-value="'..uniqueDrop.name..'"|'..Icons.Icon({uniqueDrop.name, type='item', qty = npc.uniqueDrop.qty})
			else
				result = result..'||data-sort-value="'..uniqueDrop.name..'"|'..Icons.Icon({uniqueDrop.name, type='item'})
			end
		else
			result = result..'|| '
		end
	end
	result = result..'\r\n|}'
	
	return result
end

function p.getThievingAreaTable(frame)
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!Area!!'..Icons.Icon({'Thieving', type='skill', notext=true})..' Level!!NPCs!!Unique Drops')
	
	local areaArray = Shared.clone(SkillData.Thieving.Areas)
	table.sort(areaArray, function(a, b) return a.id < b.id end)
	for i, area in ipairs(areaArray) do
		local minLevel, npcList, areaItemList = nil, {}, {}
		-- Build NPC list & determine level for area, this is the minimum
		-- Thieving level required for all NPCs within that area
		if area.npcs ~= nil and Shared.tableCount(area.npcs) > 0 then
			for j, npcID in ipairs(area.npcs) do
				-- Don't bother cloning the NPC below since we aren't modifying any part of it
				local npc = SkillData.Thieving.NPCs[npcID + 1]
				if minLevel == nil or npc.level < minLevel then
					minLevel = npc.level
				end
				table.insert(npcList, Icons.Icon({npc.name, type='thieving'}))
			end
		else
			table.insert(npcList, '')
		end
		
		-- Build area unique item list
		if area.uniqueDrops ~= nil and Shared.tableCount(area.uniqueDrops) > 0 then
			for k, drop in ipairs(area.uniqueDrops) do
				local areaItem = Items.getItemByID(drop.itemID)
				if areaItem == nil then
					table.insert(areaItemList, 'Unknown[[Category:Pages with script errors]]')
				else
					local iconDef = {areaItem.name, type='item'}
					if drop.qty > 1 then
						iconDef.qty = drop.qty
					end
					table.insert(areaItemList, Icons.Icon(iconDef))
				end
			end
		else
			table.insert(areaItemList, '')
		end
		
		-- Generate table row
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|' .. area.name)
		table.insert(resultPart, '\r\n|' .. Icons._SkillReq('Thieving', minLevel))
		table.insert(resultPart, '\r\n|' .. table.concat(npcList, '<br/>'))
		table.insert(resultPart, '\r\n|' .. table.concat(areaItemList, '<br/>'))
	end
	table.insert(resultPart, '\r\n|}')
	
	return table.concat(resultPart)
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
	if not result then
		for i, area in pairs(SkillData.Thieving.Areas) do
			for j, drop in pairs(area.uniqueDrops) do
				if drop.itemID == itemID then
					for k, npcID in pairs(area.npcs) do
						areaNPCs[npcID] = drop.qty
					end
					break
				end
			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 = 0
		for j, drop in pairs(npc.lootTable) do
			totalWt = totalWt + drop[2]
			if drop[1] == itemID then
				dropWt = drop[2]
				dropQty = drop[3]
			end
		end
		if dropWt > 0 then
			table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = dropQty, wt = dropWt * thievingNormalLootChance, totalWt = totalWt * 100, level = npc.level})
		end
		
		--Chance of -1 on unique drops is to indicate variable chance
		if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID == itemID then
			table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.qty, maxQty = npc.uniqueDrop.qty, wt = -1, totalWt = -1, level = npc.level})
		end
		
		if areaNPCs[npc.id] ~= nil then
			table.insert(resultArray, {npc = npc.name, minQty = areaNPCs[npc.id], maxQty = areaNPCs[npc.id], wt = thievingAreaLootChance, totalWt = 100, level = npc.level})
		end
	end
	
	for i, drop in pairs(SkillData.Thieving.RareItems) do
		if drop.itemID == itemID then
			table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Shared.round2(1/(drop.chance/100), 0), level = 1})
		end
	end
	
	return resultArray
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 modArray = {}
	local isSkillMod = {}
	-- Standard modifiers
	if includeStandard then
		for i, skillMods in ipairs(cons.standardModifiers) do
			local skillID = cons.skills[i]
			if skillID ~= nil then
				for j, modName in ipairs(skillMods) do
					local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
					-- Check if modifier varies by skill, and amend the modifier value accordingly
					local modVal = modValue
					if Shared.contains(modText, '{SV0}') then
						isSkillMod[modName] = true
						modVal = {skillID, modValue}
					end
					addToArray(modArray, {modName, modVal})
				end
			end
		end
	end
	-- Unique modifiers
	if includeUnique then
		local skillArray = {}
		for i, skillID in ipairs(cons.skills) do
			table.insert(skillArray, SkillData.Skills[skillID + 1])
		end
		
		for i, modName in ipairs(cons.uniqueModifiers) do
			-- The most important thing we're getting here is the modText and modBase
			-- modText lets us check if this is a per-skill modifier or not
			-- modBase lets us check .isSkill, which are modifiers that we only use for skills with Mastery
			local modBaseName, modText, sign, isNegative, unsign, modBase = Constants.getModifierDetails(modName)
			if Shared.contains(modText, '{SV0}') then
				isSkillMod[modName] = true
				-- Check which skills the current modifier can be used for
				for j, skillID in ipairs(cons.skills) do
					if not modBase.isSkill or (modBase.isSkill and skillArray[j].hasMastery) then
						addToArray(modArray, {modName, {skillID, modValue}})
					end
				end
			else
				addToArray(modArray, {modName, modValue})
			end
		end
	end
	
	if asKeyValue then
		local modArrayKV = {}
		for i, modDefn in ipairs(modArray) do
			local modName, modVal = modDefn[1], modDefn[2]
			local isSkill = isSkillMod[modName]
			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

function p._buildAstrologyConstellationTable()
	local maxModifier = 5
	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Constellation!!'..Icons.Icon({"Astrology", type='skill', notext='true'})..' Level'
	result = result..'!!XP!!Skills!!Standard Modifiers!!Unique Modifiers'
	
	for i, cons in Shared.skpairs(SkillData.Astrology.Constellations) do
		local name = cons.name
		result = result..'\r\n|-'
		result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='constellation', size='50', notext=true})..'||'..name
		result = result..'||'..cons.level..'||'..cons.provides.xp
		
		local skillIconArray = {}
		for j, skillID in ipairs(cons.skills) do
			table.insert(skillIconArray, Icons.Icon({Constants.getSkillName(skillID), type='skill'}))
		end
		result = result..'||'..table.concat(skillIconArray, '<br/>')
		
		local standModsRaw = p._buildAstrologyModifierArray(cons, maxModifier, true, false, false, false)
		local standMods = {}
		--Building the list of Standard modifiers:
		for j, modifier in ipairs(standModsRaw) do
			table.insert(standMods, Constants._getModifierText(modifier[1], modifier[2], false))
		end
		result = result..'|| '..table.concat(standMods, '<br/>')
		
		--Building the list of all Unique Modifiers
		local uModsRaw = p._buildAstrologyModifierArray(cons, maxModifier, false, true, false, false)
		local uMods = {}
		for j, modifier in ipairs(uModsRaw) do
			table.insert(uMods, Constants._getModifierText(modifier[1], modifier[2], false))
		end
		result = result..'||'..table.concat(uMods, '<br/>')
	end
	result = result..'\r\n|}'
	
	return result
end

function p.buildAstrologyConstellationTable(frame)
	return p._buildAstrologyConstellationTable()
end

function p.buildAstrologyValueTable()
	local result = '{|class="wikitable sortable"'
	result = result..'\r\n!rowspan="2"| Value!!colspan="2"| Chance'
	result = result..'\r\n|-\r\n! This Value!! This Value or Greater'
	local lastChance = 0
	local cumulativeChance = 100
	for i, chance in Shared.skpairs(SkillData.Astrology.Defaults.valueWeight) do
		local thisChance = (i == 5 and chance) or chance - lastChance
		result = result..'\r\n|-'
		result = result..'\r\n|style="text-align:right"| '..i
		result = result..'\r\n|style="text-align:right"| ' .. thisChance .. '%'
		result = result..'\r\n|style="text-align:right"| ' .. cumulativeChance .. '%'
		cumulativeChance = cumulativeChance - thisChance
		lastChance = chance
	end
	result = result..'\r\n|}'
	return result
end

return p