Anonymous

Module:Items: Difference between revisions

From Melvor Idle
349 bytes removed ,  22 October 2022
Update for v1.1
(getItemDataExport: Implement)
(Update for v1.1)
Line 6: Line 6:
local p = {}
local p = {}


local ItemData = mw.loadData('Module:Items/data')
local GameData = require('Module:GameData')


local Constants = require('Module:Constants')
local Constants = require('Module:Constants')
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'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
'Holiday Scarf', 'Gingerbread House', 'Gingerbread Man', 'Edible Candy Cane',
'Locked Chest', 'Locked Chest Key', 'Event Token (Holiday 2021)'}
'Locked Chest', 'Locked Chest Key', 'Event Token (Holiday 2021)'}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
p.GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50},
["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5},
["Ruby"] = {name = "Ruby", id = 130, chance = 17.5},
["Emerald"] = {name = "Emerald", id = 131, chance = 10},
["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
--The base chance to receive a gem while mining
p.GemChance = .01


function p.getItemByID(ID)
function p.getItemByID(ID)
local result = Shared.clone(ItemData.Items[ID + 1])
    return GameData.getEntityByID('items', ID)
if result ~= nil then
result.id = ID
end
return result
end
end


function p.getItem(name)
function p.getItem(name)
local result = nil
name = string.gsub(name, "%%27", "'")
name = string.gsub(name, "%%27", "'")
name = string.gsub(name, "'", "'")
name = string.gsub(name, "'", "'")
for i, item in ipairs(ItemData.Items) do
    return GameData.getEntityByName('items', name)
local itemName = string.gsub(item.name, '#', '')
if name == itemName then
result = Shared.clone(item)
--Make sure every item has an id, and account for Lua being 1-index
result.id = i - 1
break
end
end
return result
end
end


function p.getItems(checkFunc)
function p.getItems(checkFunc)
local result = {}
    return GameData.getEntities('items', checkFunc)
local itemCount = 0
for i, item in ipairs(ItemData.Items) do
if checkFunc(item) then
local newItem = Shared.clone(item)
newItem.id = i - 1
itemCount = itemCount + 1
result[itemCount] = newItem
end
end
return result
end
end


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--Special Overrides:
--Special Overrides:
-- Equipment stats first
-- Equipment stats first
if Shared.contains(ItemData.EquipmentStatKeys, StatName) and item.equipmentStats ~= nil then
    if item.equipmentStats ~= nil and item.equipmentStats[StatName] ~= nil then
result = item.equipmentStats[StatName]
result = item.equipmentStats[StatName]
elseif StatName == 'isTwoHanded' then
elseif StatName == 'isTwoHanded' then
Line 83: Line 51:
result = false
result = false
end
end
elseif string.find(StatName, '^(.+)LevelRequired$') ~= nil and item.equipRequirements ~= nil and item.equipRequirements.Level ~= nil then
elseif string.find(StatName, '^(.+)LevelRequired$') ~= nil and item.equipRequirements ~= nil then
local skillName = Shared.titleCase(string.match(StatName, '^(.+)LevelRequired$'))
local skillName = Shared.titleCase(string.match(StatName, '^(.+)LevelRequired$'))
if skillName ~= nil then
if skillName ~= nil then
local skillID = Constants.getSkillID(skillName)
local skillID = Constants.getSkillID(skillName)
if skillID ~= nil then
if skillID ~= nil then
result = item.equipRequirements.Level[skillID]
                for i, requirement in ipairs(item.equipRequirements) do
                    if requirement.type == "SkillLevel" and requirement.skillID == skillID then
                        result = requirement.Level
                        break
                    end
                end
end
end
end
end
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result = p._getWeaponAttackType(item)
result = p._getWeaponAttackType(item)
elseif StatName == 'description' then
elseif StatName == 'description' then
result = item.description
result = item.customDescription
if result == nil or result == '' then result = 'No Description' end
if result == nil or result == '' then result = 'No Description' end
elseif StatName == 'completionReq' then
elseif StatName == 'completionReq' then
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--Gets the value of a given modifier for a given item
--Gets the value of a given modifier for a given item
--asString is false by default, when true it writes the full bonus text
--asString is false by default, when true it writes the full bonus text
function p._getItemModifier(item, modifier, skill, asString)
function p._getItemModifier(item, modifier, skillID, asString)
if asString == nil then asString = false end
if asString == nil then asString = false end
if skill == '' then
if skillID == '' then
skill = nil
skillID = nil
elseif type(skill) == 'string' then
elseif string.find(skillID, ':') == nil then
skill = Constants.getSkillID(skill)
        -- Try to find a skill ID if it looks like a skill name has been passed
skillID = Constants.getSkillID(skillID)
end
end


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if type(item.modifiers[modifier]) == 'table' then
if type(item.modifiers[modifier]) == 'table' then
for i, subVal in Shared.skpairs(item.modifiers[modifier]) do
for i, subVal in Shared.skpairs(item.modifiers[modifier]) do
if subVal[1] == skill then
if subVal[1] == skillID then
result = subVal[2]
result = subVal[2]
break
break
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if asString then
if asString then
if skill ~= nil then
if skillID ~= nil then
return Constants._getModifierText(modifier, {skill, result})
return Constants._getModifierText(modifier, {skillID, result})
else
else
return Constants._getModifierText(modifier, result)
return Constants._getModifierText(modifier, result)
Line 163: Line 137:


function p.hasCombatStats(item)
function p.hasCombatStats(item)
if item.isEquipment or (item.validSlots == nil and item.equipmentStats ~= nil) then
    if item.equipmentStats ~= nil then
-- Ensure at least one stat has a non-zero value
-- Ensure at least one stat has a non-zero value
for statName, statVal in pairs(item.equipmentStats) do
for statName, statVal in pairs(item.equipmentStats) do
if statVal ~= 0 then return true end
if statVal ~= 0 then
                return true
            end
end
end
end
end
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function p._hasLevelRequirements(item)
function p._hasLevelRequirements(item)
--Function true if an item has at least one level requirement to equip
--Function true if an item has at least one level requirement to equip
if item.equipRequirements ~= nil and item.equipRequirements.Level ~= nil then
if item.equipRequirements ~= nil then
for skillID, lvl in pairs(item.equipRequirements.Level) do
        for idx, requirement in ipairs(item.equipRequirements) do
if lvl ~= nil and lvl > 1 then
            if requirement.type == 'SkillLevel' and requirement.level > 1 then
return true
                return true
end
            end
end
        end
return false
    end
else
    return false
return false
end
end
end


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function p._getWeaponAttackType(item)
function p._getWeaponAttackType(item)
if item.isEquipment == true and (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
    if (item.validSlots ~= nil and Shared.contains(item.validSlots, 'Weapon')) or
(item.occupiesSlots ~= nil and Shared.contains(item.occupiesSlots, 'Weapon')) then
        (item.occupiesSlots ~= nil and Shared.contains(item.occupies, 'Weapon')) then
if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
if Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
local iconType = item.attackType ~= 'melee' and 'skill' or nil
local iconType = item.attackType ~= 'melee' and 'skill' or nil
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end
end


-- TODO Move this function to an appropriate Skills module
function p.getPotionTable(frame)
function p.getPotionTable(frame)
local potionName = frame.args ~= nil and frame.args[1] or frame
local potionName = frame.args ~= nil and frame.args[1] or frame
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for i, tier in ipairs(tiers) do
for i, tier in ipairs(tiers) do
local tierName = potionName..' '..tier
local tierName = potionName..' '..tier
local potion = p.getItemByID(tier1potion.id + i - 1)
local potion = p.getItemByName(tierName)
if potion ~= nil then
if potion ~= nil then
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|'..Icons.Icon({tierName, type='item', notext=true, size='60'}))
table.insert(resultPart, '\r\n|'..Icons.Icon({tierName, type='item', notext=true, size='60'}))
table.insert(resultPart, '||'..Icons.Icon({tierName, tier, type='item', noicon=true}))
table.insert(resultPart, '||'..Icons.Icon({tierName, tier, type='item', noicon=true}))
table.insert(resultPart, '||'..potion.potionCharges..'||'..potion.description)
table.insert(resultPart, '||'..potion.charges..'||'..(potion.customDescription or ''))
end
end
end
end
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function p._getOtherItemBoxText(item)
function p._getOtherItemBoxText(item)
resultPart = {}
local resultPart = {}
--For equipment, show the slot they go in
--For equipment, show the slot they go in
if item.validSlots ~= nil then
if item.validSlots ~= nil then
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end
end
--For weapons with a special attack, show the details
--For weapons with a special attack, show the details
if item.hasSpecialAttack then
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(resultPart, "\r\n|-\r\n|'''Special Attack:'''")
table.insert(resultPart, "\r\n|-\r\n|'''Special Attack:'''")
for i, spAtt in ipairs(item.specialAttacks) do
for i, spAttID in ipairs(item.specialAttacks) do
table.insert(resultPart, '\r\n* ' .. spAtt.defaultChance .. '% chance for ' .. spAtt.name .. ':')
            local spAtt = GameData.getEntityByID('attacks', spAttID)
table.insert(resultPart, '\r\n** ' .. spAtt.description)
            if spAtt ~= nil then
    table.insert(resultPart, '\r\n* ' .. spAtt.defaultChance .. '% chance for ' .. spAtt.name .. ':')
    table.insert(resultPart, '\r\n** ' .. spAtt.description)
            end
end
end
end
end
--For potions, show the number of charges
--For potions, show the number of charges
if item.potionCharges ~= nil then
if item.charges ~= nil then
table.insert(resultPart, "\r\n|-\r\n|'''Charges:''' "..item.potionCharges)
table.insert(resultPart, "\r\n|-\r\n|'''Charges:''' "..item.charges)
end
end
--For food, show how much it heals for
--For food, show how much it heals for
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end
end
--For items with modifiers, show what those are
--For items with modifiers, show what those are
if item.modifiers ~= nil and Shared.tableCount(item.modifiers) > 0 then
if item.modifiers ~= nil and not Shared.tableIsEmpty(item.modifiers) then
table.insert(resultPart, "\r\n|-\r\n|'''Modifiers:'''\r\n"..Constants.getModifiersText(item.modifiers, true))
table.insert(resultPart, "\r\n|-\r\n|'''Modifiers:'''\r\n"..Constants.getModifiersText(item.modifiers, true))
end
end
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local itemName = frame.args ~= nil and frame.args[1] or frame
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = p.getItem(itemName)
local item = p.getItem(itemName)
local asList = false
if frame.args ~= nil then
asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
end
if item == nil then
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module[[Category:Pages with script errors]]"
return "ERROR: No item named "..itemName.." exists in the data module[[Category:Pages with script errors]]"
end
end


return p._getOtherItemBoxText(item, asList)
return p._getOtherItemBoxText(item)
end
end


function p._getItemCategories(item)
function p._getItemCategories(item)
local resultPart = {}
local resultPart = {}
if item.category ~= nil then table.insert(resultPart, '[[Category:'..item.category..']]') end
    local isEquipment = item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil
if item.type ~= nil then table.insert(resultPart, '[[Category:'..item.type..']]') end
if item.category ~= nil then
if item.tier ~= nil then table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]') end
        table.insert(resultPart, '[[Category:'..item.category..']]')
if item.hasSpecialAttack then table.insert(resultPart, '[[Category:Items With Special Attacks]]') end
    end
if item.type ~= nil then
        table.insert(resultPart, '[[Category:'..item.type..']]')
    end
if isEquipment and item.tier ~= nil then
        table.insert(resultPart, '[[Category:'..Shared.titleCase(item.tier)..' '..item.type..']]')
    end
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
        table.insert(resultPart, '[[Category:Items With Special Attacks]]')
    end
if item.validSlots ~= nil then
if item.validSlots ~= nil then
local slotRemap = {
local slotRemap = {
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end
end


-- TODO May be better placed in Shop module
function p.getSkillcapeTable(frame)
function p.getSkillcapeTable(frame)
local skillName = frame.args ~= nil and frame.args[1] or frame
local skillName = frame.args ~= nil and frame.args[1] or frame
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table.insert(resultPart, '!Skillcape!!Name!!Effect')
table.insert(resultPart, '!Skillcape!!Name!!Effect')
table.insert(resultPart, '\r\n|-\r\n|'..Icons.Icon({cape.name, type='item', size='60', notext=true}))
table.insert(resultPart, '\r\n|-\r\n|'..Icons.Icon({cape.name, type='item', size='60', notext=true}))
table.insert(resultPart, '||'..Icons.Icon({cape.name, type='item', noicon=true})..'||'..cape.description)
table.insert(resultPart, '||'..Icons.Icon({cape.name, type='item', noicon=true})..'||'..(cape.customDescription or ''))
table.insert(resultPart, '\r\n|}')
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
return table.concat(resultPart)
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local resultPart = {}
local resultPart = {}
table.insert(resultPart, '{|')
table.insert(resultPart, '{|')
for i, item in Shared.skpairs(ItemData.Items) do
for i, item in ipairs(GameData.rawData.items) do
if i % 17 == 1 then
if i % 17 == 1 then
table.insert(resultPart, '\r\n|-\r\n|')
table.insert(resultPart, '\r\n|-\r\n|')
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:tag('th'):wikitext('GPValue'):done()
:tag('th'):wikitext('GPValue'):done()
for i, item in ipairs(ItemData.Items) do
for i, item in ipairs(GameData.rawData.items) do
resultTable:tag('tr')
resultTable:tag('tr')
:tag('td'):wikitext(item.id):done()
:tag('td'):wikitext(item.id):done()