Module:Township: Difference between revisions

From Melvor Idle
(_GetBuildingBenefits: Added worship support)
(Add GetBuildingBiomeTable)
Line 80: Line 80:
-- Get a sorted list of all the resources
-- Get a sorted list of all the resources
local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder[1].ids)
local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder[1].ids)
-- TODO Fix when the GameData is updated
-- local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder)
resources = Shared.clone(resources)
resources = Shared.clone(resources)
return resources
return resources
end
-- Returns a sorted list of all Township buildings
function p._SortedBuildings()
return Township.buildings
-- TODO Fix when the GameData is updated. Currently doesn't actually sort
-- return GameData.sortByOrderTable(Township.buildings, Township.buildingDisplayOrder)
end
end


Line 662: Line 671:
for i=FREE_LAND,Township.maxTownSize,FREE_LAND do
for i=FREE_LAND,Township.maxTownSize,FREE_LAND do
table.insert(ret, '\r\n|-\r\n|'..i..'\r\n|'..Icons.GP(p._GetLandCost(i))..'\r\n|'..Icons.GP(p._GetCumulativeLandCost(i)))
table.insert(ret, '\r\n|-\r\n|'..i..'\r\n|'..Icons.GP(p._GetLandCost(i))..'\r\n|'..Icons.GP(p._GetCumulativeLandCost(i)))
end
table.insert(ret, '\r\n|}')
return table.concat(ret)
end
-- Generates a table showing which buildings can be built in which biomes
-- Skips upgraded buildings
function p.GetBuildingBiomeTable()
-- Setup the table
local ret = {}
table.insert(ret, '\r\n{| class="wikitable sortable" style="text-align:center"')
table.insert(ret, '\r\n!Building')
-- Make a biomeModifiers table that will keep track of the bonus of each building
-- At the same time, make the output table header
local biomeModifiersMaster = {}
for _, biome in ipairs(Township.biomes) do
table.insert(ret, '\r\n!'..biome.name)
biomeModifiersMaster[biome.id] = false
end
for _, _building in ipairs(p._SortedBuildings()) do
-- Fix melvorF:Statues
local building = p._GetBuildingByID(_building.id)
-- Skip upgraded buildings
local downgrade = p._GetBuildingDowngrade(building)
if downgrade == nil then
-- Let's populate the biome habitability data
local biomeModifiers = Shared.clone(biomeModifiersMaster)
-- Set all valid biomes to 0
for _, biomeid in ipairs(building.biomes) do
biomeModifiers[biomeid] = 0
end
-- Then add the biome modifier values
for _, biomeModifier in ipairs(building.biomeModifiers) do
biomeModifiers[biomeModifier.biomeID] = biomeModifier.value
end
-- Let's build the row
table.insert(ret, '\r\n|-')
table.insert(ret, '\r\n!data-sort-value="'..building.name..'" style="text-align:left"|'..Icons.Icon({building.name, type='building'}))
for _, biome in ipairs(Township.biomes) do
local modifier = biomeModifiers[biome.id]
if modifier then
if modifier == 0 then
-- Buildable but no bonuses
table.insert(ret, '\r\n|class="table-na"|+0%')
else
-- Bonus or penalty
local class = modifier < 0 and 'table-negative' or 'table-positive'
local modifier_value = Shared.numStrWithSign(modifier)
table.insert(ret, '\r\n|class="'..class..'"|<b>'..modifier_value..'%</b>')
end
else
-- Invalid biome
table.insert(ret, '\r\n|style="border:0px"|')
end
end
end
end
end
table.insert(ret, '\r\n|}')
table.insert(ret, '\r\n|}')

Revision as of 00:54, 5 November 2022

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

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


local p = {}

local Township = GameData.getSkillData('melvorD:Township')
p.Township = Township

-- Returns the namespace name (eventually we should use an icon)
function p.PLACEHOLDER_NAMESPACE_ICON(namespace)
	local namespaces = {
		melvorD = 'Demo',
		melvorF = 'Full',
		melvorTotH = 'TotH'
	}
	return namespaces[namespace]
end

-- Returns the recipe for the item of a desired skill.
-- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data so we instead use this quick function
function p._FindItemRecipes(itemid, skill)
	
	-- No skill? No recipes
	if skill == nil then
		return {}
	end
	
	-- the key name for each skill in the json file
	local skill_recipe_keys = {
		['melvorD:Woodcutting'] = {recipes='trees', productID='productId'}, -- lowercase "d"
		['melvorD:Fishing'] = {recipes='fish', productID='productId'}, -- lowercase "d"
		['melvorD:Cooking'] = {recipes='recipes', productID='productID'},
		['melvorD:Mining'] = {recipes='rockData', productID='productId'}, -- lowercase "d"
		['melvorD:Smithing'] = {recipes='recipes', productID='productID'},
		['melvorD:Farming'] = {recipes='recipes', productID='productId'}, -- lowercase "d"
		['melvorD:Summoning'] = {recipes='recipes', productID='productID'},
		['melvorD:Fletching'] = {recipes='recipes', productID='productID'},
		['melvorD:Crafting'] = {recipes='recipes', productID='productID'},
		['melvorD:Runecrafting'] = {recipes='recipes', productID='productID'},
		['melvorD:Herblore'] = {recipes='recipes', productID='potionIDs'} -- Special case potions I-IV
		--[[ Excluded skills:
			Attack, Strength, Defence, Magic, Ranged, Prayer, Slayer
			Thieving, Agility, Astrology, Firemaking, Township (not items)]]
		}

	local results = {}
	
	local SkillData = GameData.getSkillData(skill)
	local recipes = skill_recipe_keys[skill].recipes
	local productID = skill_recipe_keys[skill].productID
	
	if SkillData[recipes] ~= nil then
		for _, recipe in ipairs(SkillData[recipes]) do
			-- Special case for Herblore
			if skill == 'melvorD:Herblore' then
				-- Iterate over the 4 potion tiers
				for _, potionid in ipairs(recipe[productID]) do
					if itemid == potionid then
						table.insert(results, Shared.clone(recipe))
					end
				end
			-- Base case
			else
				if itemid == recipe[productID] then
					table.insert(results, Shared.clone(recipe))
				end
			end
		end
	end
	
	return results
end

-- Returns a list of all the Township resources
function p._ResourcesData()
	
	-- Get a sorted list of all the resources
	local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder[1].ids)
	-- TODO Fix when the GameData is updated
	-- local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder)
	resources = Shared.clone(resources)
	
	return resources
end

-- Returns a sorted list of all Township buildings
function p._SortedBuildings()
	return Township.buildings
	-- TODO Fix when the GameData is updated. Currently doesn't actually sort
	-- return GameData.sortByOrderTable(Township.buildings, Township.buildingDisplayOrder)
end

-- Returns a list of all the Township resources along with the Trader's trade ratios
function p._TraderData()
	-- Get the list of resources. We get a copy instead of directly using p.resources because we are going to modify the table
	local resources = p._ResourcesData()
	
	-- Get the list of tradeable items
	-- See township.js -> TownshipResource.buildResourceItemConversions for the calculation of valid items
	local function matchNone(item)
		return false
	end
	local function matchFood(item)
		return item.type == 'Food' and (not string.match(item.id, '_Perfect')) and item.category ~= 'Farming' and (not item.ignoreCompletion)
	end
	local function matchLogs(item)
		return item.type == 'Logs'
	end
	local function matchOre(item)
		return item.type == 'Ore' and item.id ~= 'melvorTotH:Meteorite_Ore'
	end
	local function matchCoal(item)
		return item.id == 'melvorD:Coal_Ore'
	end
	local function matchBar(item)
		return item.type == 'Bar' and item.id ~= 'melvorTotH:Meteorite_Bar'
	end
	local function matchHerb(item)
		return item.type == 'Herb'
	end
	local function matchEssence(item)
		return item.id == 'melvorD:Rune_Essence' or item.id == 'melvorTotH:Pure_Essence'
	end
	local function matchLeather(item)
		return item.id == 'melvorD:Leather'
	end
	local function matchPotion(item)
		return item.type == 'Potion' and string.match(item.id, '_IV')
	end
	local function matchClothing(item)
		local valid_tiers = {'Leather', 'Hard Leather', 'Dragonhide', 'Elderwood', 'Revenant', 'Carrion'}
		for _, tier in ipairs(valid_tiers) do
			if item.tier == tier then
				return true
			end
		end
		return false
	end

	local traderMatchesList = {
		['melvorF:GP'] = {traderMatches = matchNone},
		['melvorF:Food'] = {traderMatches = matchFood},
		['melvorF:Wood'] = {traderMatches = matchLogs},
		['melvorF:Stone'] = {traderMatches = matchOre},
		['melvorF:Ore'] = {traderMatches = matchOre},
		['melvorF:Coal'] = {traderMatches = matchCoal},
		['melvorF:Bar'] = {traderMatches = matchBar},
		['melvorF:Herbs'] = {traderMatches = matchHerb},
		['melvorF:Rune_Essence'] = {traderMatches = matchEssence},
		['melvorF:Leather'] = {traderMatches = matchLeather},
		['melvorF:Potions'] = {traderMatches = matchPotion},
		['melvorF:Planks'] = {traderMatches = matchLogs},
		['melvorF:Clothing'] = {traderMatches = matchClothing}
	}

	for _, resource in ipairs(resources) do
		resource.itemConversions = Shared.clone(GameData.getEntities('items', traderMatchesList[resource.id].traderMatches))
	end
	
	-- Calculate the trader's conversion ratios
	-- See township.js TownshipResource.getBaseConvertToTownshipRatio and TownshipResource.getBaseConvertFromTownshipRatio for the conversion prices
	for _, resource in ipairs(resources) do
		if resource.id == 'melvorF:Food' then
			for _, item in ipairs(resource.itemConversions) do
				item.toTownship = math.max(math.floor(1000/(item.healsFor*10)), 2)
				item.fromTownship = item.healsFor*5*6
			end
		elseif resource.id == 'melvorF:Planks' then
			for _, item in ipairs(resource.itemConversions) do
				item.toTownship = math.max(math.floor(3000/math.max(item.sellsFor, 1)), 2)
				item.fromTownship = math.max(math.ceil(item.sellsFor/2)*6, 1);
			end
		elseif resource.id == 'melvorF:Rune_Essence' then
			for _, item in ipairs(resource.itemConversions) do
				item.toTownship = 5
				item.fromTownship = (item.sellsFor+1)*10*6
			end
		elseif resource.id == 'melvorF:Leather' then
			for _, item in ipairs(resource.itemConversions) do
				item.toTownship = 20
				item.fromTownship = 20*6
			end
		else
			for _, item in ipairs(resource.itemConversions) do
		        item.toTownship = math.max(math.floor(1000/math.max(item.sellsFor, 1)), 2)
		    	item.fromTownship = math.max(item.sellsFor*6, 1)
			end
		end
	end
	return resources
end
p.resources = p._TraderData()

-- Builds the table of trader items
function p.GetTraderTable(frame)
	-- Get the resources data with associated trader data
	
	-- Build the text
	local ret = {}
	for _, resource in ipairs(p.resources) do
		if #resource.itemConversions ~= 0 then -- Skips GP
			local ret_resource = {}
			
			-- Header
			table.insert(ret_resource, '\r\n==='..resource.name..'===')
			table.insert(ret_resource, '\r\n{| class="wikitable sortable stickyHeader"')
			table.insert(ret_resource, '\r\n|- class="headerRow-0"')
			table.insert(ret_resource, '\r\n!Item')
			table.insert(ret_resource, '\r\n!Name')
			table.insert(ret_resource, '\r\n!DLC')
			table.insert(ret_resource, '\r\n!Level')
			table.insert(ret_resource, '\r\n!Give To')
			table.insert(ret_resource, '\r\n!Take From')
			table.insert(ret_resource, '\r\n!Value')
			table.insert(ret_resource, '\r\n!Value/Resource')
			if resource.id =='melvorF:Food' then
				table.insert(ret_resource, '\r\n!Heals')
				table.insert(ret_resource, '\r\n!Heals/Resource')
			end
			
			-- Each item
			for _, item in ipairs(resource.itemConversions) do
				-- To indicate the skill level, we need to find the recipe of the item in the target skill
				-- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data
				local required_level = nil
				local recipes = nil
				
				-- Get the skill based on the item.id or else use the resource's default skill
				local skill_overrides = {
					['melvorD:Raw_Magic_Fish'] = 'melvorD:Fishing',
					['melvorF:Apple'] = 'melvorD:Farming',
				}
				local skill = skill_overrides[item.id] or p._GetResourceSkill(resource.id)
				local skill_namespace, skill_localid = GameData.getLocalID(skill or '')
				
				-- Check for upgraded Crafting items and downgrade them so we can display the crafting level for the base item
				-- e.g. converts Black_Dhide_Body_U -> Black_Dhide_Body for the purposes of the lookup
				local lookup_id = item.id
				if string.match(item.id, '_U$') then
					lookup_id = string.sub(item.id, 1, #item.id - 2)
				end
				
				-- Find the recipe's level
				local recipes = p._FindItemRecipes(lookup_id, skill)
				if #recipes == 1 then
					required_level = recipes[1].level
				end
				
				-- Alright, now that we've found the required recipe and level, we can draw the item's row entry
				table.insert(ret_resource, '\r\n|-')
				-- Icon
				table.insert(ret_resource, '\r\n|style="text-align:center"|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
				-- Name
				table.insert(ret_resource, '\r\n|style="text-align:left"|'..Icons.Icon({item.name, type='item', noicon=true}))
				-- DLC
				local item_namespace, item_localid = GameData.getLocalID(item.id)
				table.insert(ret_resource, '\r\n|style="text-align:center"|'..p.PLACEHOLDER_NAMESPACE_ICON(item_namespace))
				-- Level
				if required_level == nil then
					-- Recipe not found, or multiple recipes found
					table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="0"|N/A')
				else
					table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. required_level .. '"|'..Icons.Icon({skill_localid, type="skill", notext=true})..' '..required_level)
				end
				-- Give To
				table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.toTownship .. '"|'..Icons.Icon({item.name, type='item', notext=true})..' '..Shared.formatnum(item.toTownship))
				-- Take From
				table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.fromTownship .. '"|'..Icons.Icon({resource.name, type='resource', notext=true})..' '..Shared.formatnum(item.fromTownship))
				-- Value
				table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.sellsFor .. '"|'..Icons.GP(item.sellsFor))
				-- Value/Resource
				table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.sellsFor/item.fromTownship .. '"|'..Icons.GP(Shared.round(item.sellsFor/item.fromTownship, 2, 2)))
				if resource.id =='melvorF:Food' then
					-- Heals
					table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.healsFor*10 .. '"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..Shared.formatnum(item.healsFor*10))
					-- Heals/Resource
					table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.healsFor*10/item.fromTownship .. '"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..Shared.round(item.healsFor*10/item.fromTownship, 2, 2))
				end
			end
			
			table.insert(ret_resource, '\r\n|}')
			
			table.insert(ret, table.concat(ret_resource))
		end
	end
	return table.concat(ret)
end

-- Gets the associated skill of a resource by id
local resource_skill = {
	['melvorF:GP'] = {skill = nil},
	['melvorF:Food'] = {skill = 'melvorD:Cooking'},
	['melvorF:Wood'] = {skill = 'melvorD:Woodcutting'},
	['melvorF:Stone'] = {skill = 'melvorD:Mining'},
	['melvorF:Ore'] = {skill = 'melvorD:Mining'},
	['melvorF:Coal'] = {skill = 'melvorD:Mining'},
	['melvorF:Bar'] = {skill = 'melvorD:Smithing'},
	['melvorF:Herbs'] = {skill = 'melvorD:Farming'},
	['melvorF:Rune_Essence'] = {skill = 'melvorD:Mining'},
	['melvorF:Leather'] = {skill = nil},
	['melvorF:Potions'] = {skill = 'melvorD:Herblore'},
	['melvorF:Planks'] = {skill = 'melvorD:Woodcutting'},
	['melvorF:Clothing'] = {skill = 'melvorD:Crafting'}
}
function p._GetResourceSkill(id)
	return resource_skill[id].skill
end

-- Gets a Township building by ID, e.g. melvorF:Hunters_Cabin
function p._GetBuildingByID(id)
	-- Check for the special statue case
	if id == 'melvorF:Statues' then
		local building = Shared.clone(GameData.getEntityByID(Township.buildings, id))
		building.name = 'Statue of Worship'
		return building
	else
		return GameData.getEntityByID(Township.buildings, id)
	end
end

-- Gets a Township building by name, e.g. Hunters Cabin
function p._GetBuildingByName(name)
	-- Check for the special statue case
	if name == 'STATUE_NAME' then
		name = 'Statue of Worship'
	end
	local STATUE_OF = 'Statue of '
	if string.sub(name, 1, string.len(STATUE_OF)) == STATUE_OF then
		local building = Shared.clone(GameData.getEntityByName(Township.buildings, 'STATUE_NAME'))
		building.name = name
		return building
	else
		return GameData.getEntityByName(Township.buildings, name)
	end
end

-- Gets the Township level and population requirements for a tier
-- Returns {population=X, level=X}
function p._GetTierRequirements(tier)
	return Township.populationForTier[tier]
end

-- Returns a string containing the Township level and population requirements for a tier
function p._GetTierText(tierlevel)
	local tier = p._GetTierRequirements(tierlevel)
	return Icons._SkillReq('Township', tier.level, false)..'<br>'..Icons.Icon({'Population', type='township', notext=true})..'&nbsp;'..tier.population
end
	

-- Gets a building and prepares all the relevant stats for the building
function p.GetBuildingTable(frame)
	local name = frame.args ~= nil and frame.args[1] or frame
	local building = Shared.clone(p._GetBuildingByName(name))
	local ret = {}

	-- Header
	table.insert(ret, '\r\n{| class="wikitable infobox"')
	-- Name
	table.insert(ret, '\r\n|-\r\n!'..building.name)
	-- Icon
	table.insert(ret, '\r\n|-\r\n|style="text-align:center"|'..Icons.Icon({building.name, type='building', size='250', notext=true}))
	-- ID
	table.insert(ret, '\r\n|-\r\n| <b>Building ID:</b> '..building.id)
	-- Type
	table.insert(ret, '\r\n|-\r\n| <b>Type:</b> '..building.type)
	-- Tier
	local tier = p._GetTierText(building.tier)
	table.insert(ret, '\r\n|-\r\n| <b>Requirements:</b><br>'..tier)

	-- Upgrades From
	table.insert(ret, '\r\n|-\r\n| <b>Base Cost:</b>')
	local upgradesFrom = p._GetBuildingDowngrade(building)
	if upgradesFrom ~= nil then
		table.insert(ret, '<br>'..Icons.Icon({upgradesFrom.name, type='building'}))
	end
	-- Cost
	local cost = p._GetBuildingBaseCost(building)
	table.insert(ret, '<br>'..cost)
	
	-- Upgrades To
	local upgradesTo = p._GetBuildingIDUpgrade(building.id)
	if upgradesTo ~= nil then
		table.insert(ret, '\r\n|-\r\n| <b>Upgrades To:</b>')
		table.insert(ret, '<br>'..Icons.Icon({upgradesTo.name, type='building'}))
		local upgrade_cost = p._GetBuildingBaseCost(upgradesTo)
		table.insert(ret, '<br>'..upgrade_cost)
	end

	-- Fixed benefits
	local benefits = p._GetBuildingBenefits(building)
	if benefits ~= nil then
		table.insert(ret, '\r\n|-\r\n| <b>Provides:</b> '..benefits)
	end

	-- Production
	local production = p._GetBuildingBaseProduction(building)
	if production ~= nil then
		table.insert(ret, '\r\n|-\r\n| <b>Base Production per '..Icons.Icon({'Workers', type='township', notext=true})..':</b><br>')
		table.insert(ret, production)
	end

	-- Modifiers
	if building.modifiers ~= nil and not Shared.tableIsEmpty(building.modifiers) then
		table.insert(ret, '\r\n|-\r\n| <b>Modifiers:</b>\r\n'..Constants.getModifiersText(building.modifiers, true))
	end
	
	-- Biomes
	table.insert(ret, '\r\n|-\r\n| <b>Biomes:</b><br><ul>')
	for _, biomeid in ipairs(building.biomes) do
		local biomename = GameData.getEntityByID(Township.biomes, biomeid).name
		-- Optional hidden bonus/penalty for building
		local modifier = nil
		if #building.biomeModifiers > 0 then
			modifier = GameData.getEntityByProperty(building.biomeModifiers, 'biomeID', biomeid)
		end
		if modifier ~= nil then
			local color = modifier.value < 0 and 'red' or 'green'
			local modifier_value = Shared.numStrWithSign(modifier.value)
			table.insert(ret, '<li style="color:'..color..'"><b>'..biomename..' ('..modifier_value..'%)</b></li>')
		else
			table.insert(ret, '<li>'..biomename..'</li>')
		end
	end
	
	-- End
	table.insert(ret, '\r\n|}')
	return table.concat(ret)
end

-- Given a resource id, return the job id
-- e.g. melvorF:Bar -> melvorF:Blacksmith
function p._GetJobFromResource(resource_id)
	local job = GameData.getEntityByProperty(Township.jobs, 'produces', resource_id)
	return job.id
end

-- Gets a string displaying the base production of a building, or nil if no production
function p._GetBuildingBaseProduction(building)
	local production = Shared.clone(building.provides.resources)
	
	if #production == 0 then
		return nil
	end
	
	local retResources = {}
	for _, resource in ipairs(production) do
		local retProduction = {}
		local job = p._GetJobFromResource(resource.id)
		local workers = GameData.getEntityByID(building.provides.workers, job).quantity
		-- Sourced from township.js -> Township.computeTownResourceGain()
		local production = resource.quantity*100*(Township.tickLength/10)
		local color = production < 0 and 'red' or 'green'
		local resource_data = p._GetResourceByID(resource.id)
		table.insert(retProduction, '<span style="color:'..color..'">'..Icons.Icon({resource_data.name, type='resource', notext=true})..'&nbsp;'..Shared.numStrWithSign(production)..'</span>')
		if resource_data.requires ~= nil and #resource_data.requires > 0 then
			for _, required_resource in ipairs(resource_data.requires) do
				local demand = production*required_resource.quantity*100
				local required_resource_data = p._GetResourceByID(required_resource.id)
				table.insert(retProduction, '<span style="color:red">'..Icons.Icon({required_resource_data.name, type='resource', notext=true})..'&nbsp;-'..demand..'</span>')
			end
		end
		retProduction = table.concat(retProduction, ', ')..'/t ('..Icons.Icon({'Workers', type='township', notext=true})..'&nbsp;'..workers..')'
		table.insert(retResources, retProduction)
	end
	return table.concat(retResources, '<br>')
end

-- Gets a string displaying the building's benefits, or nil if no benefits
function p._GetBuildingBenefits(building)
	local benefits = {}
	local stats = {
		population = 'Population',
		happiness = 'Happiness',
		education = 'Education',
		storage = 'Storage',
		deadStorage = 'Dead Storage',
		worship = 'Worship'
	}
	for key, stat in pairs(stats) do
		if building.provides[key] ~= nil and building.provides[key] ~= 0 then
			local quantity = building.provides[key]
			if quantity < 0 then
				quantity = '<span style="color:red">'..quantity..'</span>'
			else
				quantity = Shared.numStrWithSign(quantity)
			end
			table.insert(benefits, Icons.Icon({stat, type='township', notext=true})..'&nbsp;'..quantity)
		end
	end
	if #benefits > 0 then
		return table.concat(benefits, ', ')
	end
	return nil
end

-- Given a building id, find the next building upgrade
function p._GetBuildingIDUpgrade(buildingid)
	local function checkFunc(entity)
		return entity.upgradesFrom ~= nil and entity.upgradesFrom == buildingid
	end
	local upgradesTo = GameData.getEntities(Township.buildings, checkFunc)
	if #upgradesTo > 0 then
		return upgradesTo[1]
	end
	return nil
end

-- Given a building, find the building's downgrade
function p._GetBuildingDowngrade(building)
	if building.upgradesFrom ~= nil then
		return p._GetBuildingByID(building.upgradesFrom)
	end
	return nil
end

-- Given a building, find the base resource cost
function p._GetBuildingBaseCost(building, _join)
	local join = _join ~= nil and _join or ', '
	local cost = {}
	for _, resource in ipairs(building.cost) do
		local resource_data = p._GetResourceByID(resource.id)
		table.insert(cost, Icons.Icon({resource_data.name, type='resource', notext=true})..'&nbsp;'..resource.quantity)
	end
	return table.concat(cost, join)
end

-- Gets a resource from id
function p._GetResourceByID(id)
	return GameData.getEntityByID(p.resources, id)
end

-- Gets text for only the biomes that have a modifier for a building
function p._GetBiomeModifiers(building)
	local biomeRet = {}
	for _, biome in ipairs(building.biomeModifiers) do
		local biomename = GameData.getEntityByID(Township.biomes, biome.biomeID).name
		local color = biome.value < 0 and 'red' or 'green'
		local biome_value = Shared.numStrWithSign(biome.value)
		table.insert(biomeRet, '<li style="color:'..color..'">'..biomename..' ('..biome_value..'%)</li>')
	end
	if #biomeRet == 0 then
		return nil
	end
	return '<ul>'..table.concat(biomeRet)..'</ul>'
end

-- Returns an upgrade table of a building
function p.GetBuildingUpgradeTable(frame)
	local buildingname = frame.args ~= nil and frame.args[1] or frame
	local building = p._GetBuildingByName(buildingname)
	
	-- Let's find the base building
	local baseBuilding = building
	while true do
		local previousBuilding = p._GetBuildingDowngrade(baseBuilding)
		if previousBuilding ~= nil then
			baseBuilding = previousBuilding
		else
			break
		end
	end
	
	-- Let's make a list of all the buildings
	-- Return empty string if there is only 1 building in the upgrade chain (i.e. no upgrades/downgrades)
	local buildingList = {}
	local _curBuilding = baseBuilding
	while true do
		table.insert(buildingList, _curBuilding)
		_curBuilding = p._GetBuildingIDUpgrade(_curBuilding.id)
		if _curBuilding == nil then
			break
		end
	end
	if #buildingList == 1 then
		return ''
	end
	
	local ret = {}
	table.insert(ret, '\r\n== Upgrade Chart ==')
	table.insert(ret, '\r\n{| class="wikitable"')
	
	-- Name
	table.insert(ret, '\r\n|- style="text-align:center" \r\n! Name')
	for _, building in ipairs(buildingList) do
		table.insert(ret, '\r\n!'..Icons.Icon({building.name, type='building'}))
	end

	-- Tier
	table.insert(ret, '\r\n|-\r\n! Requirements')
	for _, building in ipairs(buildingList) do
		local tier = p._GetTierText(building.tier)
		table.insert(ret, '\r\n|'..tier)
	end

	-- Cost
	table.insert(ret, '\r\n|-\r\n! Cost')
	for _, building in ipairs(buildingList) do
		local cost = p._GetBuildingBaseCost(building)
		table.insert(ret, '\r\n|'..cost)
	end

	-- Optional params
	
	-- Generate a row
	-- textFunc: returns nil if no data for a building, or else returns a string
	local function BuildOptionalRow(header, textFunc)
		local texts = {}
		local hasTexts = false
		for _, building in ipairs(buildingList) do
			local text = textFunc(building)
			hasTexts = hasTexts == true or text ~= nil
			texts = texts ~= nil and texts or ''
			table.insert(texts, text)
		end
		if hasTexts == true then
			texts = table.concat(texts, '\r\n|')
			table.insert(ret, header..texts)
		end
	end
	BuildOptionalRow('\r\n|-\r\n! Benefits\r\n|', p._GetBuildingBenefits)
	BuildOptionalRow('\r\n|-\r\n! Base Production per '..Icons.Icon({'Workers', type='township', notext=true})..'\r\n|', p._GetBuildingBaseProduction)
	BuildOptionalRow('\r\n|-\r\n! Biome Production Modifiers\r\n|', p._GetBiomeModifiers)

	-- End
	table.insert(ret, '\r\n|}')
	
	return table.concat(ret)
end

local FREE_LAND = Township.sectionSize
-- Gets the cost of the current price of land
-- Taken from township.js -> Township.getNextSectionCost
function p.GetLandCost(frame)
	local nthland = tonumber(frame.args ~= nil and frame.args[1] or frame)
	return p._GetLandCost(nthland)
end

function p._GetLandCost(nthland)
	-- First FREE_LAND plots of land are free
	if nthland <= FREE_LAND then
		return 0
	end
	return math.floor(15^(0.0100661358978*(nthland/32) + (nthland/32)^0.42))
end

-- Gets the cost to buy land until you have X amount of available land
-- Currently the max is 2048 land
function p.GetCumulativeLandCost(frame)
	local totalLand = tonumber(frame.args ~= nil and frame.args[1] or frame)
	return p._GetCumulativeLandCost(totalLand)
end

function p._GetCumulativeLandCost(totalLand)
	local cost = 0
	while totalLand > FREE_LAND do
		cost = cost + p._GetLandCost(totalLand)
		totalLand = totalLand - 1
	end
	return cost
end


-- Returns a table showing the land cost of a town
function p.GetLandCostTable()
	local ret = {}
	table.insert(ret, '\r\n{| class="wikitable"')
	table.insert(ret, '\r\n|- style="text-align:center" \r\n! Total Land \r\n! Single Land Cost \r\n! Total Cost')
	for i=FREE_LAND,Township.maxTownSize,FREE_LAND do
		table.insert(ret, '\r\n|-\r\n|'..i..'\r\n|'..Icons.GP(p._GetLandCost(i))..'\r\n|'..Icons.GP(p._GetCumulativeLandCost(i)))
	end
	table.insert(ret, '\r\n|}')
	return table.concat(ret)
end

-- Generates a table showing which buildings can be built in which biomes
-- Skips upgraded buildings
function p.GetBuildingBiomeTable()
	-- Setup the table
	local ret = {}
	table.insert(ret, '\r\n{| class="wikitable sortable" style="text-align:center"')
	table.insert(ret, '\r\n!Building')
	
	-- Make a biomeModifiers table that will keep track of the bonus of each building
	-- At the same time, make the output table header
	local biomeModifiersMaster = {}
	for _, biome in ipairs(Township.biomes) do
		table.insert(ret, '\r\n!'..biome.name)
		biomeModifiersMaster[biome.id] = false
	end
	for _, _building in ipairs(p._SortedBuildings()) do
		-- Fix melvorF:Statues
		local building = p._GetBuildingByID(_building.id)
		-- Skip upgraded buildings
		local downgrade = p._GetBuildingDowngrade(building)
		if downgrade == nil then
			-- Let's populate the biome habitability data
			local biomeModifiers = Shared.clone(biomeModifiersMaster)
			-- Set all valid biomes to 0
			for _, biomeid in ipairs(building.biomes) do
				biomeModifiers[biomeid] = 0
			end
			-- Then add the biome modifier values
			for _, biomeModifier in ipairs(building.biomeModifiers) do
				biomeModifiers[biomeModifier.biomeID] = biomeModifier.value
			end
			
			-- Let's build the row
			table.insert(ret, '\r\n|-')
			table.insert(ret, '\r\n!data-sort-value="'..building.name..'" style="text-align:left"|'..Icons.Icon({building.name, type='building'}))
			for _, biome in ipairs(Township.biomes) do
				local modifier = biomeModifiers[biome.id]
				if modifier then
					if modifier == 0 then
						-- Buildable but no bonuses
						table.insert(ret, '\r\n|class="table-na"|+0%')
					else
						-- Bonus or penalty
						local class = modifier < 0 and 'table-negative' or 'table-positive'
						local modifier_value = Shared.numStrWithSign(modifier)
						table.insert(ret, '\r\n|class="'..class..'"|<b>'..modifier_value..'%</b>')
					end
				else
					-- Invalid biome
					table.insert(ret, '\r\n|style="border:0px"|')
				end
			end
		end
	end
	table.insert(ret, '\r\n|}')
	return table.concat(ret)
end

return p