Module:Items/UseTables

From Melvor Idle

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

local p = {}

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

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Agility = require('Module:Skills/Agility')
local Shop = require('Module:Shop')

local SkillEnum = mw.loadData('Module:Constants/data').skill

--Brute forcing some item uses to make things easier
local itemUseArray = {
	Agility = {},
	Astrology = {'Stardust', 'Golden Stardust'},
	Attack = {},
	Combat = {'Gold Emerald Ring', 'Obsidian Cape', 'Throwing Power Gloves'},
	Cooking = {'Cooking Gloves', 'Crown of Rhaelyx'},
	Crafting = {'Crown of Rhaelyx'},
	Defence = {},
	Farming = {'Compost', 'Weird Gloop', 'Bob's Rake'},
	Firemaking = {'Crown of Rhaelyx'},
	Fishing = {'Amulet of Fishing', 'Message in a Bottle', 'Barbarian Gloves'},
	Fletching = {'Crown of Rhaelyx'},
	Herblore = {'Crown of Rhaelyx'},
	Hitpoints = {},
	Magic = {},
	Mining = {'Mining Gloves', 'Gem Gloves'},
	Prayer = {},
	Ranged = {},
	Runecrafting = {'Crown of Rhaelyx'},
	Slayer = {},
	Smithing = {'Smithing Gloves', 'Crown of Rhaelyx'},
	Strength = {},
	Summoning = {'Crown of Rhaelyx'},
	Thieving = {'Chapeau Noir', 'Thieving Gloves', 'Gloves of Silence'},
	Woodcutting = {},
	}
local potionUseArray = {
	[0] = 'Combat',
	[1] = 'Combat',
	[2] = 'Combat',
	[3] = 'Combat',
	[4] = 'Combat',
	[5] = 'Combat',
	[6] = 'Combat',
	[7] = 'Woodcutting',
	[8] = 'Fishing',
	[9] = 'Firemaking',
	[10] = 'Cooking',
	[11] = 'Mining',
	[12] = 'Smithing',
	[13] = 'Thieving',
	[14] = 'Farming',
	[15] = 'Fletching',
	[16] = 'Crafting',
	[17] = 'Runecrafting',
	[18] = 'Herblore',
	[19] = 'Combat',
	[20] = 'Combat',
	[21] = 'Combat',
	[22] = 'Combat',
	[23] = 'Combat',
	[24] = 'Agility',
	[25] = 'Summoning',
	[26] = 'Combat',
	[27] = 'Combat',
	[28] = 'Combat',
	[29] = 'Astrology'
}

function p._getItemUses(item, asList, addCategories)
	-- Another fun one. This time getting all the different possible ways an item can be used
	local categoryArray = {}
	local skillUses = {}
	local otherUses = {}
	local otherUseText = {
		["Combat"] = Icons.Icon({'Combat'}),
		["Upgrade"] = '[[Upgrading Items]]',
		["Food"] = '[[Food]]',
		["Chest"] = '[[Chest Drop Tables|Can Be Opened]]',
		["Mastery"] = Icons.Icon({'Mastery'}),
		["AllSkills"] = 'All skills',
		["AltMagic"] = Icons.Icon({'Alt. Magic', type='skill'}),
		["ChargeStone"] = 'Powering ' .. Icons.Icon({'Crown of Rhaelyx', type='item'}),
		["Shop"] = Icons.Icon({'Shop'})
	}

	local addUse = function(useName)
		local skillID = (type(useName) == 'number' and useName) or SkillEnum[useName]
		if type(skillID) == 'number' then
			if skillUses[skillID] == nil then
				skillUses[skillID] = Constants.getSkillName(skillID)
			end
		elseif not otherUses[useName] then
			otherUses[useName] = true
		end
	end
	local hasUse = function(useName)
		local skillID = (type(useName) == 'number' and useName) or SkillEnum[useName]
		if type(skillID) == 'number' then
			return (skillUses[skillID] ~= nil) or false
		else
			return otherUses[useName] or false
		end
	end

	-- Check for any overrides within itemUseArray
	for useName, itemList in pairs(itemUseArray) do
		if Shared.contains(itemList, item.name) then
			addUse(useName)
		end
	end

	-- If this is a potion add it to the appropriate uses table
	if type(item.masteryID) == 'table' and item.masteryID[1] == SkillEnum.Herblore then
		-- Default to 'Combat' if unknown
		local potionUse = potionUseArray[item.masteryID[2]] or 'Combat'
		addUse(potionUseArray[item.masteryID[2]] or 'Combat')
	end

	-- If the item has any modifiers that affect a given skill, add it to those tables
	-- Added an exception for Mastery Tokens since they were being incorrectly flagged as usable for all skills
	if item.modifiers ~= nil and (item.isToken == nil or not item.isToken) then
		local skillArray = Constants.getModifierSkills(item.modifiers)
		for i, skillName in ipairs(skillArray) do
			addUse(skillName)
		end
	end

	--First things added to the list are non-skill things that are easy to check
	if not hasUse('Combat') and (Items.hasCombatStats(item) or item.specialAttacks ~= nil) then
		addUse('Combat')
	end

	-- Check if the item is an entry requirement for any Slayer area
	if not hasUse(SkillEnum.Slayer) and item.isEquipment then
		local slayerAreas = Areas.getAreas(function(area) return area.type == 'slayer' and type(area.entryRequirements) == 'table' end)
		for i, area in pairs(slayerAreas) do
			for j, req in pairs(area.entryRequirements) do
				if req.type == "SlayerItem" and req.itemID == item.id then
					addUse(SkillEnum.Slayer)
					break
				end
			end
			if hasUse(SkillEnum.Slayer) then
				break
			end
		end
	end

	-- Can the item be upgraded, or is it part of an upgrade recipe?
	if item.canUpgrade then
		addUse('Upgrade')
	else
		for i, item2 in pairs(ItemData.Items) do
			if item2.itemsRequired ~= nil then
				for j, req in ipairs(item2.itemsRequired) do
					if req[1] == item.id then
						addUse('Upgrade')
						break
					end
				end
				if hasUse('Upgrade') then
					break
				end
			end
		end
	end
	if hasUse('Upgrade') then
		table.insert(categoryArray, '[[Category:Upgradeable Items]]')
	end

	if item.healsFor ~= nil then
		table.insert(categoryArray, '[[Category:Food Items]]')
		addUse('Food')
	end

	if item.canOpen then
		table.insert(categoryArray, '[[Category:Openable Items]]')
		addUse('Chest')
	end

	-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
	-- All have somewhat consistent recipe data structures
	local recipeSkillIDs = {
		SkillEnum.Cooking,
		SkillEnum.Smithing,
		SkillEnum.Fletching,
		SkillEnum.Crafting,
		SkillEnum.Runecrafting,
		SkillEnum.Herblore
	}
	for i, recipeSkillID in ipairs(recipeSkillIDs) do
		if not hasUse(recipeSkillID) then
			local recipeKey = (recipeSkillID == SkillEnum.Herblore and 'Potions') or 'Recipes'
			local skillName = Constants.getSkillName(recipeSkillID)
			-- Iterate over all recipes for the current skill
			for j, recipe in ipairs(SkillData[skillName][recipeKey]) do
				for k, itemCost in ipairs(recipe.itemCosts) do
					if itemCost.id == item.id then
						addUse(recipeSkillID)
						break
					end
				end
				-- Some items (such as Arrow shafts) have multiple recipes
				if not hasUse(recipeSkillID) and type(recipe.alternativeCosts) == 'table' then
					for k, altCost in ipairs(recipe.alternativeCosts) do
						for m, itemCost in ipairs(altCost.itemCosts) do
							if itemCost.id == item.id then
								addUse(recipeSkillID)
								break
							end
						end
						if hasUse(recipeSkillID) then
							break
						end
					end
				end
				if hasUse(recipeSkillID) then
					break
				end
			end
		end
	end

	-- Firemaking
	if not hasUse(SkillEnum.Firemaking) and type(item.masteryID) == 'table' and item.masteryID[1] == SkillEnum.Firemaking then
		addUse(SkillEnum.Firemaking)
	end

	-- Farming
	if not hasUse(SkillEnum.Farming) and item.grownItemID ~= nil then
		addUse(SkillEnum.Farming)
	end

	-- Agility
	if not hasUse(SkillEnum.Agility) and Shared.tableCount(Agility.getObstaclesForItem(item.id)) > 0 then
		addUse(SkillEnum.Agility)
	end

	-- Summoning
	if not hasUse(SkillEnum.Summoning) then
		for i, recipe in ipairs(SkillData.Summoning.Marks) do
			-- Tablets & Non-shard items
			if recipe.itemID == item.id or Shared.contains(recipe.nonShardItemCosts, item.id) then
				addUse(SkillEnum.Summoning)
				break
			else
				-- Shards
				for j, itemCost in ipairs(recipe.itemCosts) do
					if itemCost.id == item.id then
						addUse(SkillEnum.Summoning)
						break
					end
				end
				if hasUse(SkillEnum.Summoning) then
					break
				end
			end
		end
	end

	-- Prayer
	if item.prayerPoints ~= nil then
		table.insert(categoryArray, '[[Category:Buriable Items]]')
		if not hasUse(SkillEnum.Prayer) then
			addUse(SkillEnum.Prayer)
		end
	end

	-- Magic
	if not (hasUse('Magic') and hasUse('AltMagic')) then
		-- First check if the item its self is used in any spells
		local spellList = Magic.getSpellsForItem(item.id, true)
		for i, spell in ipairs(spellList) do
			local useKey = (spell.type == 'AltMagic' and 'AltMagic' or 'Magic')
			if not hasUse(useKey) then
				addUse(useKey)
			end
		end
		-- Check if the item provides runes, if it does check where they are used also
		if item.providesRune ~= nil then
			for i, runeID in ipairs(item.providesRune) do
				if hasUse('Magic') and hasUse('AltMagic') then
					break
				else
					local spellList = Magic.getSpellsForItem(runeID, false)
					for j, spell in ipairs(spellList) do
						local useKey = (spell.type == 'AltMagic' and 'AltMagic' or 'Magic')
						if not hasUse(useKey) then
							addUse(useKey)
						end
					end
				end
			end
		end
	end

	-- Other odds and ends:

	-- Mastery Tokens are tied to 'Mastery'
	if item.isToken and item.skill ~= nil then
		addUse('Mastery')
	end

	-- Skillcapes are tied to the appropriate skill
	-- Except Maximum Skillcape, which is tied to all skills. (And so is the Signet Ring)
	-- And combat skillcapes, since combat skills don't get special treatment
	local ignoreCapes = {'Ranged Skillcape', 'Attack Skillcape', 'Strength Skillcape', 'HP Skillcape', 'Defence Skillcape'}
	if Shared.contains({'Maximum Skillcape', "Aorpheat's Signet Ring", 'Ring of Wealth', 'Cape of Completion'}, item.name) then
		addUse('AllSkills')
	elseif item.name == 'Magic Skillcape' then
		addUse(SkillEnum.Magic)
		addUse('AltMagic')
	elseif Shared.contains(item.name, 'Skillcape') and not Shared.contains(ignoreCapes, item.name) then
		local skillName = Shared.splitString(item.name, ' ')[1]
		addUse(skillName)
	end

	if Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion' then
		table.insert(categoryArray, '[[Category:Skillcapes]]')
	end

	--Special note for Charge Stone of Rhaelyx
	if item.name == 'Charge Stone of Rhaelyx' then
		addUse('ChargeStone')
	end

	--Some items are needed to make shop purchases
	local shopArray = Shop.getItemCostArray(item.id)
	if Shared.tableCount(shopArray) > 0 then
		addUse('Shop')
	end

	-- Generate result text
	local useArray = {}
	local prefix, delim = asList and '* ' or '', asList and '\r\n' or '<br/>'
	for skillID, skillName in Shared.spairs(skillUses, function(t, a, b) return t[a] < t[b] end) do
		table.insert(useArray, prefix .. Icons.Icon({skillName, type='skill'}))
	end
	for use, _ in Shared.skpairs(otherUses) do
		table.insert(useArray, prefix .. (otherUseText[use] or use))
	end

	return table.concat(useArray, delim) .. (addCategories and table.concat(categoryArray, '') or '')
end

function p.getItemUses(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = Items.getItem(itemName)
	local addCategories = false
	local asList = true
	if frame.args ~= nil then
		addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
		asList = frame.args.addCategories == nil or frame.args.addCategories == '' or frame.args.addCategories == 'true'
	end
	if item == nil then
		return "ERROR: No item named "..itemName.." exists in the data module"
	end

	return p._getItemUses(item, asList, addCategories)
end

function p._getItemUseTable(item)
	local useArray = {}

	-- Loop through all items to find anything that can be upgraded using our source
	for i, item2 in ipairs(ItemData.Items) do
		if item2.itemsRequired ~= nil then
			for j, req in pairs(item2.itemsRequired) do
				if req[1] == item.id then
					local mat = item2.itemsRequired
					local xp = 'N/A'
					local rowReq = nil
					--Potions do have upgrade requirements though
					if item2.potionTier ~= nil then
						rowReq = Icons._MasteryReq(item2.name, SkillData.Herblore.TierMasteryLevels[item2.potionTier + 1])
					end
					table.insert(useArray, {item = {id = item2.id, name = item2.name}, qty = 1, mats = mat, skill = 'Upgrade', req = rowReq, xp = xp, gp = item2.trimmedGPCost})
					break
				end
			end
		end
	end

	-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
	-- All have somewhat consistent recipe data structures
	local recipeSkillIDs = {
		SkillEnum.Cooking,
		SkillEnum.Smithing,
		SkillEnum.Fletching,
		SkillEnum.Crafting,
		SkillEnum.Runecrafting,
		SkillEnum.Herblore
	}
	for i, recipeSkillID in ipairs(recipeSkillIDs) do
		local skillName = Constants.getSkillName(recipeSkillID)
		local recipeKey = (recipeSkillID == SkillEnum.Herblore and 'Potions') or 'Recipes'
		-- Iterate over all recipes for the current skill
		for j, recipe in ipairs(SkillData[skillName][recipeKey]) do
			local costLists = {recipe.alternativeCosts or {}, {{["itemCosts"] = recipe.itemCosts}}}
			for k, costList in pairs(costLists) do
				for m, costDef in pairs(costList) do
					for n, itemCost in ipairs(costDef.itemCosts) do
						if itemCost.id == item.id then
							local recipeItemIDs = nil
							if recipeSkillID == SkillEnum.Herblore then
								recipeItemIDs = recipe.potionIDs
							elseif recipeSkillID == SkillEnum.Cooking then
								recipeItemIDs = {recipe.itemID, recipe.perfectCookID}
							else
								recipeItemIDs = {recipe.itemID}
							end
							for o, recipeItemID in ipairs(recipeItemIDs) do
								local recipeItem = Items.getItemByID(recipeItemID)
								if recipeItem ~= nil then
									local itemDef = {id = recipe.itemID, name = recipeItem.name}
									local qty = (recipe.baseQuantity or 1) * (costDef.quantityMultiplier or 1)
									local rowReq = recipe.level
									local reqVal = nil
									if recipeSkillID == SkillEnum.Herblore then
										-- Herblore may also have a mastery requirement
										local masteryLvl = SkillData.Herblore.TierMasteryLevels[o]
										if masteryLvl ~= nil and masteryLvl > 1 then
											local masteryReq = Icons._MasteryReq(recipeItem.name, masteryLvl)
											reqVal = rowReq + masteryLvl * 0.01
											rowReq = Icons._SkillReq(skillName, rowReq) .. '<br/>' .. masteryReq
										end
									end
									table.insert(useArray, {item = itemDef, qty = qty, mats = costDef.itemCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = skillName, reqVal = reqVal, req = rowReq, xp = recipe.baseXP})
								end
							end
							break
						end
					end
				end
			end
		end
	end

	-- Farming
	if item.grownItemID ~= nil then
		local item2 = Items.getItemByID(item.grownItemID)
		local mat = {{id = item.id, qty = item.seedsRequired}}
		local xp = item.farmingXP
		local rowReq = item.farmingLevel
		local qty = (item.tier ~= nil and item.tier == 'Tree' and 35 or 15)
		table.insert(useArray, {item = {id = item2.id, name = item2.name}, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
	end

	-- Agility
	local obstacles = Agility.getObstaclesForItem(item.id)
	for i, obstacle in ipairs(obstacles) do
		local itemCosts = {}
		for j, itemDef in ipairs(obstacle.cost.items) do
			table.insert(itemCosts, {id = itemDef[1], qty = itemDef[2]})
		end
		local req = Agility._getObstacleRequirements(obstacle)
		--local objType = (obstacle.category == nil and 'Pillar') or 'Obstacle'
		table.insert(useArray, {item = {id = obstacle.id, name = obstacle.name}, qty = 1, mats = itemCosts, gp = obstacle.cost.gp, sc = obstacle.cost.slayerCoins, skill = 'Agility', req = req, type = 'skill'})
	end

	-- Summoning
	for i, recipe in ipairs(SkillData.Summoning.Marks) do
		local recipeGPCost = SkillData.Summoning.RecipeGPCost
		local useShards = false
		local recipeItem = nil
		for j, itemCost in ipairs(recipe.itemCosts) do
			if itemCost.id == item.id then
				useShards = true
				break
			end
		end
		-- Non-shard items
		for j, nonShardItemID in ipairs(recipe.nonShardItemCosts) do
			if useShards or nonShardItemID == item.id then
				-- Item is used in this particular synergy recipe
				if recipeItem == nil then
					recipeItem = Items.getItemByID(recipe.itemID)
				end
				local nonShardItem = Items.getItemByID(nonShardItemID)
				local itemValue = math.max(nonShardItem.sellsFor, 20)
				local nonShardQty = math.max(1, math.floor(recipeGPCost / itemValue))
				local recipeCosts = Shared.clone(recipe.itemCosts)
				table.insert(recipeCosts, {id = nonShardItemID, qty = nonShardQty})
				table.insert(useArray, {item = {id = recipe.itemID, name = recipeItem.name}, qty = recipe.baseQuantity, mats = recipeCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = 'Summoning', req = recipe.level, xp = recipe.baseXP})
			end
		end
	end

	--Handle shop purchases using Module:Shop
	local shopUses = Shop.getItemCostArray(item.id)
	for i, purchase in ipairs(shopUses) do
		local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
		local iconType = (purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 0) and 'item' or 'upgrade'
		table.insert(useArray, {item = {name = purchase.name}, qty = 1, mats = purchase.cost.items, skill = 'Shop', req = rowReq, xp = 'N/A', gp = purchase.cost.gp, type = iconType})
	end

	--Finally build the table using what we've learned
	table.sort(useArray, function(a, b)
		local aReqVal = a.reqVal ~= nil and a.reqVal or a.req
		local bReqVal = b.reqVal ~= nil and b.reqVal or b.req
		if a.skill ~= b.skill then
			return a.skill < b.skill
		elseif type(aReqVal) ~= type(bReqVal) then
			return tostring(aReqVal) < tostring(bReqVal)
		elseif aReqVal ~= bReqVal then
			return aReqVal < bReqVal
		else
			return a.item.name < b.item.name
		end
	end)


	local resultPart = {}
	if Shared.tableCount(useArray) > 0 then
		local typeTextList = {
			["Shop"] = Icons.Icon({'Shop'}),
			["Upgrade"] = '[[Upgrading Items|Upgrade]]'
		}

		-- Header
		table.insert(resultPart, '{| class="wikitable stickyHeader sortable"')
		table.insert(resultPart, '\r\n|- class="headerRow-0"')
		table.insert(resultPart, '\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients')

		-- Rows
		for i, row in ipairs(useArray) do
			local qty = row.qty ~= nil and row.qty or 1
			local iconType = row.type ~= nil and row.type or 'item'
			local iconName = row.item.name
			if row.skill == 'Agility' then
				iconName = 'Agility'
			end
			local typeName = row.skill ~= nil and row.skill or ''
			local typeText = typeTextList[typeName] or Icons.Icon({typeName, type='skill'}) or ''
			local reqVal, reqText = row.reqVal, 'None'
			if type(row.req) == 'number' then
				reqVal = row.req
				reqText = Icons._SkillReq(typeName, row.req)
			elseif type(row.req) == 'string' then
				reqText = row.req
			end
			local xpVal, xpText = 0, 'N/A'
			if type(row.xp) == 'string' then
				xpText = row.xp
			elseif type(row.xp) == 'number' then
				xpVal = row.xp
				xpText = Shared.formatnum(row.xp) .. ' ' .. Icons.Icon({typeName, type='skill', notext=true}) .. ' XP'
			end
			local matRow = {}
			if type(row.mats) == 'table' then
				for j, itemCost in ipairs(row.mats) do
					local matItemID = itemCost.id or itemCost[1] or -1
					local matItem = Items.getItemByID(matItemID)
					local matQty = itemCost.qty or itemCost[2] or 1
					if matItem == nil then
						table.insert(matRow, 'ERROR: Failed to find item with ID ' .. itemCost.id .. '[[Category:Pages with script errors]]')
					elseif type(matQty) == 'number' then
						table.insert(matRow, Icons.Icon({matItem.name, type='item', qty=matQty}))
					else
						table.insert(matRow, Icons.Icon({matItem.name, type='item'}))
					end
				end
			end
			if row.gp ~= nil and row.gp > 0 then
				table.insert(matRow, Icons.GP(row.gp))
			end
			if row.sc ~= nil and row.sc > 0 then
				table.insert(matRow, Icons.SC(row.sc))
			end
			-- Item created
			table.insert(resultPart, '\r\n|-\r\n|data-sort-value="' .. row.item.name .. '"| ')
			table.insert(resultPart, Icons.Icon({iconName, row.item.name, type=iconType, notext=true, size=50}))
			table.insert(resultPart, '\r\n| ')
			if qty > 1 then
				table.insert(resultPart, "'''" .. Shared.formatnum(qty) .. "x''' ")
			end
			table.insert(resultPart, Icons.Icon({iconName, row.item.name, type=iconType, noicon=true}))
			-- Type
			table.insert(resultPart, '\r\n|data-sort-value="' .. typeName .. '"| ' .. typeText)
			-- Requirements
			table.insert(resultPart, '\r\n|style="text-align:right;"')
			if row.reqVal ~= nil then
				table.insert(resultPart, ' data-sort-value="' .. reqVal .. '"')
			end
			table.insert(resultPart, '| ' .. reqText)
			-- XP
			table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. xpVal .. '"| ' .. xpText)
			-- Ingredients
			table.insert(resultPart, '\r\n| ' .. table.concat(matRow, '<br/>'))
		end
		table.insert(resultPart, '\r\n|}')
	end
	local spellUseTable = p._getSpellUseTable(item)
	if spellUseTable ~= nil and spellUseTable ~= '' then
		table.insert(resultPart, '\r\n===' .. Icons.Icon({'Magic', type='skill', size=30}) .. '===\r\n' .. spellUseTable)
	end
	if Shared.tableCount(resultPart) == 0 then
		return ''
	else
		return '==Uses==\r\n' .. table.concat(resultPart)
	end
end

function p.getItemUseTable(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = Items.getItem(itemName)
	if item == nil then
		return "ERROR: No item named "..itemName.." exists in the data module"
	end

	return p._getItemUseTable(item)
end

function p._getSpellUseTable(item)
	local spellList = Magic.getSpellsForItem(item.id, true)
	--Bail immediately if no spells are found
	if Shared.tableCount(spellList) == 0 then
		return ''
	end

	local resultPart = {}
	table.insert(resultPart, '{|class="wikitable sortable"\r\n!colspan="2"|Spell')
	table.insert(resultPart, '!!Requirements')
	table.insert(resultPart, '!!Type!!style="width:275px"|Description')
	table.insert(resultPart, '!!Runes')
	for i, spell in pairs(spellList) do
		local rowPart = {}
		table.insert(rowPart, '\r\n|-\r\n|data-sort-value="'..spell.name..'"|')
		local iconType = (spell.type == 'Auroras' and 'aurora') or (spell.type == 'Curses' and 'curse') or 'spell'
		table.insert(rowPart, Icons.Icon({spell.name, type=iconType, notext=true, size=50}))
		table.insert(rowPart, '||'..Icons.Icon({spell.name, type=iconType, noicon=true}))
		table.insert(rowPart, '||data-sort-value="'..spell.level..'"|'..Icons._SkillReq('Magic', spell.level))
		--Handle required items/dungeon clears
		if spell.requiredItem ~= nil and spell.requiredItem >= 0 then
			local reqItem = Items.getItemByID(spell.requiredItem)
			table.insert(rowPart, '<br/>'..Icons.Icon({reqItem.name, type='item', notext=true})..' equipped')
		end
		if spell.requiredDungeonCompletion ~= nil then
			local dung = Areas.getAreaByID('dungeon', spell.requiredDungeonCompletion[1])
			table.insert(rowPart, '<br/>'..Icons.Icon({dung.name, type='dungeon', notext=true, qty=spell.requiredDungeonCompletion[2]})..' Clears')
		end
		table.insert(rowPart, '||data-sort-value="'..Magic.getSpellTypeIndex(spell.type)..'"|')
		table.insert(rowPart, Magic.getSpellTypeLink(spell.type))
		table.insert(rowPart, '||'..Magic._getSpellStat(spell, 'description'))
		table.insert(rowPart, '||style="text-align:center"|')
		table.insert(rowPart, Magic._getSpellRunes(spell))
		table.insert(resultPart, table.concat(rowPart))
	end
	 --Add the table end and add the table to the result string
	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
end

function p.getSpellUseTable(frame)
	local itemName = frame.args ~= nil and frame.args[1] or frame
	local item = Items.getItem(itemName)
	if item == nil then
		return "ERROR: No item named "..itemName.." exists in the data module"
	end

	return p._getSpellUseTable(item)
end

--[==[
-- Uncomment this block and execute 'p.test()' within the debug console
-- to test after making changes
function p.test()
	local checkItems = {
		'Gold Bar',
		'Raw Shrimp',
		'Coal Ore',
		'Rune Platebody',
		'Arrow Shafts',
		'Garum Seeds',
		'Rune Essence',
		'Runite Bar',
		'Water Rune',
		'Steam Rune',
		'Controlled Heat Potion II',
		'Wolf',
		'Cyclops',
		'Leprechaun',
		'Redwood Logs',
		'Carrot Cake',
		'Carrot Cake (Perfect)',
		'Mantalyme Herb',
		'Carrot',
		'Topaz',
		'Rune Essence',
		'Infernal Claw',
		'Chapeau Noir',
		'Stardust',
		'Rope',
		'Ancient Ring of Mastery',
		'Mysterious Stone',
		'Mastery Token (Cooking)',
		'Gem Gloves',
		'Basic Bag'
	}
	local checkFuncs = {
		p.getItemUses,
		p.getItemUseTable
	}
	local errCount = 0
	for i, item in ipairs(checkItems) do
		local param = {args={item}}
		mw.log('=' .. item .. '=')
		for j, func in ipairs(checkFuncs) do
			local callSuccess, retVal = pcall(func, param)
			if not callSuccess then
				errCount = errCount + 1
				mw.log('Error with item "' .. item .. '": ' .. retVal)
			else
				mw.log(retVal)
			end
		end
	end
	if errCount == 0 then
		mw.log('Test successful')
	else
		mw.log('Test failed with ' .. errCount .. ' failures')
	end
end
--]==]

return p