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Module:Skills/Gathering: Difference between revisions

From Melvor Idle
_buildAstrologyModifierArray: Further fixes to key/value pair return value
(buildAstrologyValueTable: Add cumulative chance column)
(_buildAstrologyModifierArray: Further fixes to key/value pair return value)
(6 intermediate revisions by the same user not shown)
Line 12: Line 12:
local thievingNormalLootChance = 75
local thievingNormalLootChance = 75
local thievingAreaLootChance = 0.2
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)
Line 549: Line 572:
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"|Name!!Area!!'..Icons.Icon({'Thieving', type='skill', notext=true})..' Level!!Experience!!Max Hit!!Perception!!Unique Drop'
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)
local npcArray = Shared.clone(SkillData.Thieving.NPCs)
table.sort(npcArray, function(a, b) return a.level < b.level end)
table.sort(npcArray, function(a, b) return a.level < b.level end)
Line 563: Line 586:
result = result..'||style="text-align:right"|'..(npc.maxHit * 10)
result = result..'||style="text-align:right"|'..(npc.maxHit * 10)
result = result..'||style="text-align:right"|'..npc.perception
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
if npc.uniqueDrop ~= nil and npc.uniqueDrop.itemID > -1 then
local uniqueDrop = Items.getItemByID(npc.uniqueDrop.itemID)
local uniqueDrop = Items.getItemByID(npc.uniqueDrop.itemID)
Line 642: Line 666:
--If an area drops the item, add all the NPC ids to the list so we can add them later
--If an area drops the item, add all the NPC ids to the list so we can add them later
if not result then
if not result then
for i, area in pairs(SkillData.Thieving.Areas) do
for i, area in pairs(SkillData.Thieving.Areas) do
for j, drop in pairs(area.uniqueDrops) do
for j, drop in pairs(area.uniqueDrops) do
if drop.itemID == itemID then
if drop.itemID == itemID then
Line 687: Line 711:
return resultArray
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
end


Line 701: Line 820:
result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='constellation', size='50', notext=true})..'||'..name
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
result = result..'||'..cons.level..'||'..cons.provides.xp
local standMods = {}
local skillArray = {}
local skillIconArray = {}
local skillIconArray = {}
for j, skillID in pairs(cons.skills) do
for j, skillID in ipairs(cons.skills) do
local skill = SkillData.Skills[skillID + 1]
table.insert(skillIconArray, Icons.Icon({Constants.getSkillName(skillID), type='skill'}))
table.insert(skillArray, skill)
table.insert(skillIconArray, Icons.Icon({skill.name, type='skill'}))
--Building the list of Standard modifiers:
for k, modName in pairs(cons.standardModifiers[j]) do
table.insert(standMods, Constants._getModifierText(modName, {skillID, maxModifier}, false))
end
end
end
result = result..'||'..table.concat(skillIconArray, '<br/>')
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/>')
result = result..'|| '..table.concat(standMods, '<br/>')
--Building the list of all Unique Modifiers
--Building the list of all Unique Modifiers
local uModsRaw = p._buildAstrologyModifierArray(cons, maxModifier, false, true, false, false)
local uMods = {}
local uMods = {}
for j, modName in pairs(cons.uniqueModifiers) do
for j, modifier in ipairs(uModsRaw) do
--The most important thing we're getting here is the modText and modBase
table.insert(uMods, Constants._getModifierText(modifier[1], modifier[2], false))
--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
for k, skill in pairs(skillArray) do
local skillID = cons.skills[k]
local useMod = true
if modBase.isSkill then
useMod = skill.hasMastery
end
mw.logObject(skillID)
if useMod then
table.insert(uMods, Constants._getModifierText(modName, {skillID, maxModifier}, false))
end
end
else
table.insert(uMods, Constants._getModifierText(modName, maxModifier, false))
end
end
end
result = result..'||'..table.concat(uMods, '<br/>')
result = result..'||'..table.concat(uMods, '<br/>')