Module:Sandbox/AuronTest/SourceTables: Difference between revisions

From Melvor Idle
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local p = {}
local p = {}
local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:AuronTest/data')
local SkillData = mw.loadData('Module:Skills/data')


local Constants = require('Module:Constants')
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local Items = require('Module:AuronTest')
local Items = require('Module:Items')
local Shop = require('Module:Shop')
local Monsters = require('Module:Monsters')
local Monsters = require('Module:Monsters')
local Magic = require('Module:Magic')
local Attacks = require('Module:AuronTest')


-- Implements overrides for sources which cannot be obtained from game data
function p._getSpecialAttackTable(effectDefn, categories, sourceHeaderLabel, includeSource)
-- Currently only overrides for dungeon sources are implemented here
    local spAttTable = {}
local sourceOverrides = {
    local attacks = Attacks.getAttacks(function(attack)
  ['Dungeon'] = {
                                          if effectDefn == nil then
    [361] = 'Volcanic Cave', -- Fire Cape
                                              return true
     [941] = 'Infernal Stronghold', -- Infernal Cape
                                          else
     [950] = 'Volcanic Cave', -- A Tale of the Past, a future's prophecy
                                              return Attacks.attackHasEffect(attack, effectDefn)
    [951] = 'Fire God Dungeon' -- The First Hero and an Unknown Evil
                                          end
  }
                                      end)
}
     local includeCat = {}
     for i, category in ipairs(categories) do
        includeCat[category] = true
    end


function p._getCreationTable(item)
    -- Compile a list of monsters, items, spells, etc. for each included attack
  local skill = ''
    for i, spAtt in ipairs(attacks) do
  local specialReq = nil
        -- Monsters
  local time = 0
        if includeCat['Monster'] then
  local maxTime = nil
            for j, monsterID in ipairs(spAtt.monsters) do
  local lvl = 0
                local monster = Monsters.getMonsterByID(monsterID)
  local xp = 0
                local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
  local qty = nil
                local attChance = spAtt.defaultChance
  local req = nil
                if overrideChance then
                    local attIdx = nil
                    for k, monsterAttack in ipairs(monster.specialAttacks) do
                        local attID = (type(monsterAttack) == 'table' and monsterAttack.id) or monsterAttack
                        if spAtt.id == attID then
                            attIdx = k
                            break
                        end
                    end
                    if attIdx ~= nil then
                        attChance = monster.overrideSpecialChances[attIdx]
                    end
                end


  local tables = {}
                table.insert(spAttTable, { idx = i, source = 'Monster', sourceSort = monster.name, sourceText = Icons.Icon({ monster.name, type = 'monster' }), chance = attChance, descType = 'monster' })
  --First figure out what skill is used to make this...
            end
  if item.smithingLevel ~= nil then
        end
    skill = 'Smithing'
    lvl = item.smithingLevel
    xp = item.smithingXP
    req = item.smithReq
    qty = item.smithingQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.craftingLevel ~= nil then
    skill = 'Crafting'
    lvl = item.craftingLevel
    xp = item.craftingXP
    req = item.craftReq
    qty = item.craftQty
    time = 3
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.runecraftingLevel ~= nil then
    skill = 'Runecrafting'
    lvl = item.runecraftingLevel
    xp = item.runecraftingXP
    req = item.runecraftReq
    qty = item.runecraftQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.fletchingLevel ~= nil then
    skill = 'Fletching'
    lvl = item.fletchingLevel
    xp = item.fletchingXP
    req = item.fletchReq
    qty = item.fletchQty
    time = 2
    if item.name == 'Arrow Shafts' then
      --Arrow Shafts get special (weird) treatment
      req = '1 of any [[Log]]'
      qty = '15 - 135'
    end
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.herbloreReq ~= nil then
    skill = 'Herblore'
    req = item.herbloreReq
    --Currently using 'masteryID' as shorthand to find details, could be a better method
    local potionID = item.masteryID[2]
    local potionData = SkillData.Herblore.ItemData[potionID + 1]
    lvl = potionData.herbloreLevel
    xp = potionData.herbloreXP
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.masteryID ~= nil and item.masteryID[1] == 4 then
    skill = 'Mining'
    lvl = SkillData.Mining.Rocks[item.masteryID[2] + 1].level
    time = 3
    xp = item.miningXP
    --Rune Essence has double quantity, but that's a hard-coded thing in the game so it's hard-coded here
    if item.name == 'Rune Essence' then qty = 2 else qty = 1 end


    if item.name == 'Dragonite Ore' then
        -- Items/Weapons
      specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
        if includeCat['Item'] then
    end
            for j, itemID in ipairs(spAtt.items) do
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, nil, specialReq))
                local item = Items.getItemByID(itemID)
  end
                table.insert(spAttTable, { idx = i, source = 'Weapon', sourceSort = item.name, sourceText = Icons.Icon({ item.name, type = 'item' }), chance = spAtt.defaultChance, descType = 'player' })
  if item.type == "Logs" then
            end
    --Well this feels like cheating, but for as long as logs are the first items by ID it works
    local treeData = SkillData.Woodcutting.Trees[item.id + 1]
    skill = 'Woodcutting'
    lvl = treeData.level
    time = treeData.interval / 1000
    xp = treeData.xp
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.fishingLevel ~= nil then
    skill = 'Fishing'
    lvl = item.fishingLevel
    xp = item.fishingXP
    time = item.minFishingInterval/1000
    maxTime = item.maxFishingInterval/1000
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime))
  end
  if item.type == "Harvest" or item.type == "Herb" or item.type == "Logs" then
    --Harvest/Herb means farming
    --Logs might mean farming or might not. Depends on the logs
    for i, item2 in pairs(ItemData.Items) do
      if item2.grownItemID == item.id then
        skill = 'Farming'
        lvl = item2.farmingLevel
        xp = item2.farmingXP
        time = item2.timeToGrow
        if item.type == 'Logs' then
          qty = 35
        else
          qty = 15
         end
         end
         req = {{id = i - 1, qty = (item2.seedsRequired ~= nil and item2.seedsRequired or 1)}}
 
        table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
         -- Spells
         break
         if includeCat['Spell'] then
      end
            for j, spellID in ipairs(spAtt.spells) do
    end
                local spell = Magic.getSpellByID(spellID[1], spellID[2])
  end
                table.insert(spAttTable, { idx = i, source = 'Spell', sourceSort = spell.name, sourceText = Icons.Icon({ spell.name, type = 'spell' }), chance = spAtt.defaultChance, descType = 'player' })
  if item.type == "Food" or item.type == "Cooked Fish" then
            end
    --Food/Cooked Fish is Fishing, need to figure out source item
    for i, item2 in pairs(ItemData.Items) do
      if item2.burntItemID == item.id or item2.cookedItemID == item.id then
        skill = 'Cooking'
        lvl = item2.cookingLevel
        if item2.burntItemID == item.id then
          xp = 1
        else
          xp = item2.cookingXP
        end
        time = 3
        req = {{id = i - 1, qty = 1}}
        break
      end
    end
    if skill ~= '' then
      table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
    end
  end
  if item.summoningLevel ~= nil then
    skill = 'Summoning'
    lvl = item.summoningLevel
    --Summoning uses a formula to calculate XP for creation instead of referring to the item's XP data directly
    xp = (5 + 2 * math.floor(item.summoningLevel / 5))
    local ShardCostArray = {}
    for j, cost in Shared.skpairs(item.summoningReq[1]) do
      if cost.id >= 0 then
        local item = Items.getItemByID(cost.id)
        if item.type == 'Shard' then
          table.insert(ShardCostArray, Icons.Icon({item.name, type='item', notext=true, qty=cost.qty}))
         end
         end
      end
     end
     end
    req = table.concat(ShardCostArray, ', ')
    req = req..'<br/>\r\nand one of the following<br/>\r\n'
    local OtherCostArray = {}
    local recipeGPCost = SkillData.Summoning.Settings.recipeGPCost
    for j, altCost in Shared.skpairs(item.summoningReq) do
      local nonShardArray = {}
      for k, cost in Shared.skpairs(altCost) do
        if cost.id >= 0 then
          local item = Items.getItemByID(cost.id)
          if item.type ~= 'Shard' then
            local sellPrice = math.max(item.sellsFor, 20)
            table.insert(nonShardArray, Icons.Icon({item.name, type='item', notext=true, qty=math.max(1, math.floor(recipeGPCost / sellPrice))}))
          end
        else
          if cost.id == -4 then
            table.insert(nonShardArray, Icons.GP(recipeGPCost))
          elseif cost.id == -5 then
            table.insert(nonShardArray, Icons.SC(recipeGPCost))
          end
        end
      end
      table.insert(OtherCostArray, table.concat(nonShardArray, ', '))
    end
    req = req..table.concat(OtherCostArray, "<br/>'''OR''' ")
    qty = item.summoningQty
    time = 5
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  --A couple special exceptions for Alt Magic
  --Not Gems or Bars though since those have their own separate thing
  if item.name == 'Rune Essence' then
    table.insert(tables, p.buildAltMagicTable('Just Learning'))
  elseif item.name == 'Bones' then
    table.insert(tables, p.buildAltMagicTable('Bone Offering'))
  elseif item.name == 'Holy Dust' then
    table.insert(tables, p.buildAltMagicTable('Blessed Offering'))
  end


  if Shared.tableCount(tables) == 0 then
    -- Summoning familiars. Any effects inflicted by combat familiars aren't actually special
    return ""
    -- attacks, therefore the handling here is a bit different and outside of the above attack loop
  else
    if includeCat['Familiar'] then
    return table.concat(tables, '\r\n')
        local famIdx = Shared.tableCount(attacks) + 1
  end
        local familiars = Items.getItems(function(item)
end
                                            if item.type == 'Familiar' and Items._getItemStat(item, 'summoningMaxhit') ~= nil and item.modifiers ~= nil then
                                                local famAttack = { prehitEffects = {}, onhitEffects = { { type = 'Modifier', subtype = 'Familiar', modifiers = item.modifiers } } }
                                                if effectDefn == nil then
                                                    return Shared.tableCount(Attacks.getAttackEffects(famAttack)) > 0
                                                else
                                                    return Attacks.attackHasEffect(famAttack, effectDefn)
                                                end
                                            end
                                            return false
                                        end)
        for j, familiar in ipairs(familiars) do
            -- For chance, assume the first modifier we come across has the chance, which is pretty lazy
            local famChance, famDesc = 0, ''
            for modName, modVal in pairs(familiar.modifiers) do
                if type(modVal) == 'table' and type(modVal[1]) == 'number' then
                    famChance = modVal[1]
                elseif type(modVal) == 'number' then
                    famChance = modVal
                else
                    famChance = 0
                end
                famDesc = Constants._getModifierText(modName, modVal, false)
                break
            end


function p.buildAltMagicTable(spellName)
            table.insert(spAttTable, { idx = famIdx, source = 'Familiar', sourceSort = familiar.name, sourceText = Icons.Icon({ familiar.name, type = 'item' }), chance = famChance or 0, descType = 'player' })
  local spell = Magic.getSpell(spellName, 'AltMagic')
            -- Slap a dummy entry into the attacks table for this familiar
  local resultPart = {}
            attacks[famIdx] = { name = familiar.name .. ' (Familiar)', description = { player = famDesc } }
  table.insert(resultPart, '{|class="wikitable"\r\n|-')
            famIdx = famIdx + 1
  table.insert(resultPart, '\r\n!colspan="2"|'..Icons.Icon({spell.name, type='spell'}))
        end
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Requirements')
  table.insert(resultPart, '\r\n|'..Icons._SkillReq('Magic', spell.magicLevelRequired))
  -- 1 means select any item. 0 would mean Superheat, but that's handled elsewhere
  -- -1 means no item is needed, so hide this section
  if spell.selectItem == 1 then
    table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Materials')
    table.insert(resultPart, '\r\n|1 of any item')
  end
  --Add runes
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Runes\r\n|')
  for i, req in pairs(spell.runesRequired) do
    local rune = Items.getItemByID(req.id)
    if i > 1 then table.insert(resultPart, ', ') end
    table.insert(resultPart, Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}))
  end
  if spell.runesRequiredAlt ~= nil and Shared.tableCount(spell.runesRequired) ~= Shared.tableCount(spell.runesRequiredAlt) then
    table.insert(resultPart, "<br/>'''OR'''<br/>")
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = Items.getItemByID(req.id)
      if i > 1 then table.insert(resultPart, ', ') end
      table.insert(resultPart, Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}))
     end
     end
  end
  --Now just need the output quantity, xp, and casting time (which is always 2)
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Base Quantity\r\n|'..spell.convertToQty)
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Base XP\r\n|'..spell.magicXP)
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Cast Time\r\n|2s')
  table.insert(resultPart, '\r\n|}')
  return table.concat(resultPart)
end


function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
     -- Nothing to output if there are no row definitions
  if qty == nil then qty = 1 end
     if Shared.tableCount(spAttTable) == 0 then
  local resultPart = {}
    return ''
  table.insert(resultPart, '{|class="wikitable"')
  if req ~= nil then
     table.insert(resultPart, '\r\n!colspan="2"|Item Creation')
  else
    table.insert(resultPart, '\r\n!colspan="2"|Item Production')
  end
  table.insert(resultPart, '\r\n|-\r\n!style="text-align: right;"|Requirements')
  table.insert(resultPart, '\r\n|'..Icons._SkillReq(skill, lvl))
  if specialReq ~= nil then table.insert(resultPart, '<br/>'..specialReq) end
 
  if req ~= nil then
    table.insert(resultPart, '\r\n|-\r\n!style="text-align: right;"|Materials\r\n|')
     if type(req) == 'table' then
      for i, mat in pairs(req) do
        if i > 1 then table.insert(resultPart, '<br/>') end
        local matItem = Items.getItemByID(mat.id)
        if matItem == nil then
          table.insert(resultPart, mat.qty..'x ?????')
        else
          table.insert(resultPart, Icons.Icon({matItem.name, type='item', qty=mat.qty}))
        end
      end
    else
    table.insert(resultPart, req)
     end
     end
  end
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Base Quantity')
  table.insert(resultPart, '\r\n|'..qty)
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Base Experience')
  table.insert(resultPart, '\r\n|'..Shared.formatnum(xp)..' XP')
  table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Base Creation Time')
  table.insert(resultPart, '\r\n|'..Shared.formatnum(Shared.round(time, 2, 0))..'s')
  if maxTime ~= nil then table.insert(resultPart, ' - '..Shared.formatnum(Shared.round(maxTime, 2, 0))..'s') end
  table.insert(resultPart, '\r\n|}')
  return table.concat(resultPart)
end
function p.getCreationTable(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[[Category:Pages with script errors]]"
  end
  return p._getCreationTable(item)
end


function p._getItemSources(item, asList, addCategories)
    -- Sort entries into desired order and generate stats to determine row spans:
  local lineArray = {}
    -- By attack index, description type (monster/player), chance, source, then source name (weapon/item/etc.)
  local categoryArray = {}
    table.sort(spAttTable, function (a, b)
 
                              local sortKeys = { 'idx', 'descType', 'chance', 'source', 'sourceSort' }
  --Alright, time to go through all the ways you can get an item...
                              for i, key in ipairs(sortKeys) do
  --First up: Can we kill somebody and take theirs?
                                  if a[key] ~= b[key] then
  local killStr = ''
                                      return a[key] < b[key]
  local dungeonStr = ''
                                  end
  local count1 = 0
                              end
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
                              return false
    local isDrop = false
                          end)
    if monster.bones == item.id and ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, "Shard")) then
    -- Determine row counts for grouping/rowspans
      isDrop = true
     local rowCounts = {}
     elseif monster.lootTable ~= nil then
    for i, rowDefn in ipairs(spAttTable) do
      for j, loot in pairs(monster.lootTable) do
        local idx, dt, chance = rowDefn.idx, rowDefn.descType, rowDefn.chance
         if loot[1] == item.id then
         if rowCounts[idx] == nil then
          isDrop = true
            rowCounts[idx] = { rows = 0 }
          break
         end
         end
      end
         if rowCounts[idx][dt] == nil then
      if isDrop and Monsters.isDungeonOnlyMonster({args={monster.name}}) then
             rowCounts[idx][dt] = { rows = 0 }
        -- 2021-05-24 Additional checks for dungeon exclusive monsters: Loot is not rolled on
         -- dungeon exclusive monsters unless they are the boss/last enemy of that dungeon
        local rollForLoot = false
        for k, area in pairs(Areas.getMonsterAreas(i - 1)) do
          if not (area.type == 'dungeon') or (area.type == 'dungeon' and area.monsters[Shared.tableCount(area.monsters)] == i - 1) then
             -- Either monster isn't dungeon exclusive, or is the boss/last enemy of a dungeon
            rollForLoot = true
            break
          end
         end
         end
         isDrop = rollForLoot
         if rowCounts[idx][dt][chance] == nil then
      end
             rowCounts[idx][dt][chance] = 0
    end
    if isDrop then
      if monster.isBoss and not Shared.contains(item.name, "Shard") then
        local areaList = Areas.getMonsterAreas(i - 1)
        --If this is a boss then we actually are completing dungeons for this and need to figure out which one
        for j, dung in pairs(areaList) do
          if string.len(dungeonStr) > 0 then
             dungeonStr = dungeonStr..','
          else
            dungeonStr = 'Completing: '
          end
          dungeonStr = dungeonStr..Icons.Icon({dung.name, type="dungeon", notext=true})
         end
         end
      else
         rowCounts[idx]['rows'] = rowCounts[idx]['rows'] + 1
         count1 = count1 + 1
         rowCounts[idx][dt]['rows'] = rowCounts[idx][dt]['rows'] + 1
        if string.len(killStr) > 0 then
        rowCounts[idx][dt][chance] = rowCounts[idx][dt][chance] + 1
          killStr = killStr..','
          --if count1 % 3 == 1 and count1 > 1 then killStr = killStr..'<br/>' end
          killStr = killStr..Icons.Icon({monster.name, type="monster", notext="true"})
         else
          killStr = killStr..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
        end
      end
    end
  end
  -- Special exceptions for Fire/Infernal Cape and first two lore books
  if sourceOverrides['Dungeon'][item.id] ~= nil then
    if string.len(dungeonStr) > 0 then
      dungeonStr = dungeonStr .. ','
    else
      dungeonStr = 'Completing: '
     end
     end
    dungeonStr = dungeonStr .. Icons.Icon({sourceOverrides['Dungeon'][item.id], type='dungeon', notext=true})
  end


  if string.len(dungeonStr) > 0 then table.insert(lineArray, dungeonStr) end
    -- Generate output table
  if string.len(killStr) > 0 then table.insert(lineArray, killStr) end
    local resultPart = {}
    table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
    table.insert(resultPart, '\r\n|- class="headerRow-0"')
    table.insert(resultPart, '\r\n!Name!!style="min-width:225px"| ' .. sourceHeaderLabel .. (includeSource and '!!Type' or '') .. '!!Chance!!Effect')


  --Next: Can we find it in a box?
    local firstRow = { idx = true, descType = true, chance = true }
  --While we're here, check for upgrades, cooking, and growing
    local prevRowVal = { idx = 0, descType = '', chance = 0 }
  local lootStr = ''
    local resetOnChange = {
  local upgradeStr = ''
        idx = { 'idx', 'descType', 'chance' },
  local cookStr = ''
        descType = { 'descType', 'chance' },
  local burnStr = ''
        chance = { 'chance' }
  local growStr = ''
    }
  local count2 = 0
    local rowSuffix = ''
  count1 = 0
    for i, spAttRow in ipairs(spAttTable) do
  for i, item2 in pairs(ItemData.Items) do
        local spIdx = spAttRow.idx
    if item2.dropTable ~= nil then
        local spAtt = attacks[spIdx]
      for j, loot in pairs(item2.dropTable) do
        -- Determine if it's the first row for any of our groupings
        if loot[1] == item.id then
        local resetKeys = {}
          count1 = count1 + 1
        for key, val in pairs(prevRowVal) do
          if string.len(lootStr) > 0 then
            if spAttRow[key] ~= prevRowVal[key] then
            lootStr = lootStr..','
                for j, keyName in ipairs(resetOnChange[key]) do
             --if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end
                    resetKeys[keyName] = true
             lootStr = lootStr..Icons.Icon({item2.name, type="item", notext="true"})
                end
          else
             end
            lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
             prevRowVal[key] = spAttRow[key]
          end
         end
         end
      end
         for key, val in pairs(firstRow) do
    end
            firstRow[key] = (resetKeys[key] ~= nil)
    if item2.trimmedItemID == item.id then
          count2 = count2 + 1
         if string.len(upgradeStr) > 0 then
          upgradeStr = upgradeStr..','
          --if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
          upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Upgraded Items]]')
          upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"})
         end
         end
    end
 
    if item2.cookedItemID == item.id then
        table.insert(resultPart, '\r\n|-')
         if string.len(cookStr) > 0 then
         if firstRow.idx then
          cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"})
            rowSuffix = (rowCounts[spIdx]['rows'] > 1 and '|rowspan="' .. rowCounts[spIdx]['rows'] .. '"') or ''
        else
            table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.name)
          table.insert(categoryArray, '[[Category:Cooked Items]]')
          cookStr = cookStr..'Cooking: '..Icons.Icon({item2.name, type="item", notext="true"})
         end
         end
    end
        table.insert(resultPart, '\r\n|data-sort-value="' .. spAttRow.sourceSort .. '"| ' .. spAttRow.sourceText)
    if item2.burntItemID == item.id then
         if includeSource then
        if string.len(burnStr) > 0 then
            table.insert(resultPart, '\r\n| ' .. spAttRow.source)
          burnStr = burnStr..','..Icons.Icon({item2.name, type="item", notext="true"})
         else
          table.insert(categoryArray, '[[Category:Burnt Items]]')
          burnStr = burnStr..'Burning: '..Icons.Icon({item2.name, type="item", notext="true"})
         end
         end
    end
         if firstRow.chance then
    if item2.grownItemID == item.id then
            rowSuffix = (rowCounts[spIdx][spAttRow.descType][spAttRow.chance] > 1 and 'rowspan="' .. rowCounts[spIdx][spAttRow.descType][spAttRow.chance] .. '" ') or ''
         if string.len(growStr) > 0 then
            table.insert(resultPart, '\r\n|' .. rowSuffix .. 'data-sort-value="' .. spAttRow.chance .. '" style="text-align:right;"| ' .. Shared.round(spAttRow.chance, 2, 0) .. '%')
          growStr = growStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Harvestable Items]]')
          growStr = growStr..'Growing: '..Icons.Icon({item2.name, type="item", notext="true"})
         end
         end
    end
        if firstRow.descType then
  end
            rowSuffix = (rowCounts[spIdx][spAttRow.descType]['rows'] > 1 and '|rowspan="' .. rowCounts[spIdx][spAttRow.descType]['rows'] .. '"') or ''
  if string.len(lootStr) > 0 then table.insert(lineArray, lootStr) end
            table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt['description'][spAttRow.descType])
  if string.len(upgradeStr) > 0 then table.insert(lineArray, upgradeStr) end
  if string.len(cookStr) > 0 then table.insert(lineArray, cookStr) end
  if string.len(burnStr) > 0 then table.insert(lineArray, burnStr) end
  if string.len(growStr) > 0 then table.insert(lineArray, growStr) end
 
  --Next: Can we take it from somebody else -without- killing them?
  local thiefStr = ''
  for i, npc in pairs(SkillData.Thieving) do
    if npc.lootTable ~= nil then
      for j, loot in pairs(npc.lootTable) do
        if loot[1] == item.id then
          if string.len(thiefStr) > 0 then
            thiefStr = thiefStr..','..Icons.Icon({npc.name, type="thieving", notext="true"})
          else
            thiefStr = thiefStr..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
          end
         end
         end
      end
     end
     end
  end
     table.insert(resultPart, '\r\n|}')
  if string.len(thiefStr) > 0 then table.insert(lineArray, thiefStr) end
 
  --If all else fails, I guess we should check if we can make it ourselves
  --SmithCheck:
  if item.smithingLevel ~= nil then
     table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel))
  end
 
  --CraftCheck:
  if item.craftingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel))
  end


  --FletchCheck:
     return table.concat(resultPart)
  if item.fletchingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Fletching", item.fletchingLevel))
  end
 
  --RunecraftCheck:
  if item.runecraftingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel))
  end
 
  --MineCheck:
  if item.masteryID ~= nil and item.masteryID[1] == 4 then
    table.insert(lineArray, Icons._SkillReq("Mining", SkillData.Mining.Rocks[item.masteryID[2] + 1].level))
  end
 
  --FishCheck:
  if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
    table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#'..item.type..'|'..item.type..']]')
  elseif item.fishingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel))
  end
 
  --HerbCheck:
  if item.masteryID ~= nil and item.masteryID[1] == 19 then
    local potionData = SkillData.Herblore.ItemData[item.masteryID[2] + 1].herbloreLevel
    table.insert(lineArray, Icons._SkillReq("Herblore", potionData))
  end
 
  --WoodcuttingCheck:
  if item.type == 'Logs' then
    local treeData = SkillData.Woodcutting.Trees[item.id + 1]
    local lvl = treeData.level
    table.insert(lineArray, Icons._SkillReq("Woodcutting", lvl))
  end
 
  --SummoningCheck:
  if item.summoningLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Summoning", item.summoningLevel))
  end
 
  --Finally there are some weird exceptions:
  --Coal can be acquired via firemaking
  if item.name == "Coal Ore" then
    table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
  end
 
  --Gems can be acquired from mining, fishing, and alt. magic
  if item.type == 'Gem' then
    table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#Special|Special]]')
    table.insert(lineArray, Icons.Icon({"Mining", type='skill', notext=true})..' [[Mining#Gems|Gem]]')
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end
 
  --Bars and some other stuff can also be acquired via Alt. Magic
  if type == 'Bar' or Shared.contains(AltMagicProducts, item.name) then
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end
 
  --Chapeau Noir & Bobby's Pocket are special Thieving items
  if item.name == "Chapeau Noir" or item.name == "Bobby&apos;s Pocket" then
     table.insert(lineArray, Icons._SkillReq("Thieving", 1))
  end
 
  --Rhaelyx pieces are also special
  if Shared.contains({'Circlet of Rhaelyx', 'Jewel of Rhaelyx', 'Mysterious Stone'}, item.name) then
    local rhaSkills = {
      Circlet = {'Woodcutting', 'Fishing', 'Mining', 'Thieving', 'Farming', 'Agility'},
      Jewel = {'Firemaking', 'Cooking', 'Smithing', 'Fletching', 'Crafting', 'Runecrafting', 'Herblore', 'Summoning'}
    }
    local rhaSkList = {}
    if item.name == 'Circlet of Rhaelyx' then
      rhaSkList = rhaSkills.Circlet
    elseif item.name == 'Jewel of Rhaelyx' then
      rhaSkList = rhaSkills.Jewel
    elseif item.name == 'Mysterious Stone' then
      rhaSkList = rhaSkills.Jewel
      for i, v in ipairs(rhaSkills.Circlet) do
        table.insert(rhaSkList, v)
      end
    end
 
    local rhaStrPart = {}
    for i, skillName in ipairs(rhaSkList) do
      table.insert(rhaStrPart, Icons.Icon({skillName, type='skill', notext=true}))
    end
    local rhaStr = 'Any action in: ' .. table.concat(rhaStrPart, ', ')
    if item.name == 'Mysterious Stone' then rhaStr = rhaStr .. '<br/>after finding ' .. Icons.Icon({'Crown of Rhaelyx', type='item'}) end
    table.insert(lineArray, rhaStr)
  end
 
  --Tokens are from the appropriate skill
  if item.isToken and item.skill ~= nil then
    table.insert(lineArray, Icons._SkillReq(Constants.getSkillName(item.skill), 1))
  end
 
  --Shop items (including special items like gloves that aren't otherwise listed)
  local shopSources = Shop.getItemSourceArray(item.id)
  if Shared.tableCount(shopSources) > 0 then
    table.insert(lineArray, Icons.Icon({'Shop'}))
  end
 
  --Easter Eggs (manual list 'cause don't have a better way to do that)
  if Shared.contains(Items.EasterEggs, item.name) then
    table.insert(lineArray, '[[Easter Eggs]]')
  end
 
  local resultPart = {}
  if asList then
    table.insert(resultPart, '* '..table.concat(lineArray, "\r\n* "))
  else
    table.insert(resultPart, '<div style="max-width:180px;text-align:right">' .. table.concat(lineArray, "<br/>") .. '</div>')
  end
  if addCategories then table.insert(resultPart, table.concat(categoryArray, '')) end
  return table.concat(resultPart)
end
 
function p.getItemSources(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  local asList = false
  local addCategories = false
  if frame.args ~= nil then
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
    addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module[[Category:Pages with script errors]]"
  end
 
  return p._getItemSources(item, asList, addCategories)
end
end


function p._getItemLootSourceTable(item)
function p.getSpecialAttackTable(frame)
  local resultPart = {}
    local args = frame.args ~= nil and frame.args or frame
  table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
     local tableCategories = {'Monster', 'Item', 'Spell', 'Familiar'}
  table.insert(resultPart, '\r\n|- class="headerRow-0"')
     if args[1] ~= nil and args[1] ~= '' then
  table.insert(resultPart, '\r\n!Source!!Source Type!!Quantity!!colspan="2"|Chance')
        tableCategories = Shared.splitString(args[1], ',')
 
  --Set up function for adding rows
  local buildRow = function(source, type, minqty, qty, weight, totalWeight)
    if minqty == nil then minqty = 1 end
     local rowPart = {}
    table.insert(rowPart, '\r\n|-')
    table.insert(rowPart, '\r\n|style="text-align: left;"|'..source)
    table.insert(rowPart, '\r\n|style="text-align: left;"|'..type)
 
    table.insert(rowPart, '\r\n|style="text-align: right;" data-sort-value="'..qty..'"|'..minqty)
     if qty ~= minqty then table.insert(rowPart, ' - '..qty) end
    local chance = Shared.round(weight / totalWeight * 100, 2, 2)
    if weight >= totalWeight then
      -- Fraction would be 1/1, so only show the percentage
      chance = 100
      table.insert(rowPart, '\r\n|colspan="2" ')
    else
      table.insert(rowPart, '\r\n|style="text-align: right;" data-sort-value="' .. chance .. '"| ' .. Shared.fraction(weight, totalWeight) .. '\r\n|')
     end
     end
     table.insert(rowPart, 'style="text-align: right;" data-sort-value="'.. chance .. '"|'..chance..'%')
     local effectName = args['effect']
     return table.concat(rowPart)
     local sourceHeaderLabel = args['sourceHeader'] or 'Source'
  end
     local includeSource = true
  local dropRows = {}
     if args['includeSource'] ~= nil and string.lower(args['includeSource']) == 'false' then
 
         includeSource = false
  --Alright, time to go through a few ways to get the item
  --First up: Can we kill somebody and take theirs?
  for i, monster in pairs(MonsterData.Monsters) do
    local minqty = 1
    local qty = 1
    local wt = 0
     local totalWt = 0
     --Only add bones if this monster has loot (ie appears outside a dungeon) and isn't a boss
    --... unless we're looking for Shards of course, at which point we'll take any monster with the right bones
    if ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, 'Shard')) and monster.bones == item.id then
      qty = monster.boneQty ~= nil and monster.boneQty or 1
      minqty = qty
      wt = 1
      totalWt = 1
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        totalWt = totalWt + loot[2]
         if loot[1] == item.id then
          wt = loot[2]
          qty = loot[3]
        end
      end
     end
     end
     local lootChance = monster.lootChance ~= nil and monster.bones ~= item.id and monster.lootChance or 100
     local effectDefn = nil


     if wt > 0 and lootChance > 0 and not Shared.contains(item.name, 'Shard') and Monsters.isDungeonOnlyMonster({args={monster.name}}) then
     if effectName ~= nil and effectName ~= '' then
      -- 2021-05-24 Additional checks for dungeon exclusive monsters: Loot is not rolled on
         effectDefn = Attacks.effectDefinition[effectName]
      -- dungeon exclusive monsters unless they are the boss/last enemy of that dungeon
         if effectDefn == nil then
      local rollForLoot = false
            local validEffectNames = {}
      for k, area in pairs(Areas.getMonsterAreas(i - 1)) do
            for k, v in pairs(Attacks.effectDefinition) do
         if area.type ~= 'dungeon' or (area.type == 'dungeon' and area.monsters[Shared.tableCount(area.monsters)] == i - 1) then
                table.insert(validEffectNames, k)
          -- Either monster isn't dungeon exclusive, or is the boss/last enemy of a dungeon
            end
          rollForLoot = true
            table.sort(validEffectNames, function(a, b) return a < b end)
          break
         end
      end
      if not rollForLoot then
        wt = 0
      end
    end
    if wt > 0 and lootChance > 0 then
      local sourceTxt = nil
      local typeTxt = nil
      --If we're dealing with a boss, this is a Dungeon row instead
      if monster.isBoss and not Shared.contains(item.name, 'Shard') then
        local dung = Areas.getMonsterAreas(i - 1)[1]
        sourceTxt = Icons.Icon({dung.name, type='dungeon', notext=true})
        typeTxt = '[[Dungeon]]'
      else
        sourceTxt = Icons.Icon({monster.name, type='monster'})
        typeTxt = '[[Monster]]'
      end
      table.insert(dropRows, {source = sourceTxt, type = typeTxt, minqty = minqty, qty = qty, weight = wt * lootChance, totalWeight = totalWt * 100})
    end
  end


  --Special exception for the Fire/Infernal Cape and first two lore books as bonus dungeon drops
            return 'ERROR: Invalid effect name "' .. effectName .. '", must be one of: ' .. table.concat(validEffectNames, ', ') .. '[[Category:Pages with script errors]]'
  if sourceOverrides['Dungeon'][item.id] ~= nil then
    local sourceTxt = Icons.Icon({sourceOverrides['Dungeon'][item.id], type='dungeon', notext=true})
    table.insert(dropRows, {source=sourceTxt, type='[[Dungeon]]', minqty=1, qty=1, weight = 1, totalWeight = 1})
  end
 
  --Next: Can we find it by rummaging around in another item?
  for i, item2 in pairs(ItemData.Items) do
    if item2.dropTable ~= nil then
      local qty = 1
      local wt = 0
      local totalWt = 0
      for j, loot in pairs(item2.dropTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
          if item2.dropQty ~= nil then qty = item2.dropQty[j] end
         end
         end
      end
      if wt > 0 then
        local sourceTxt = Icons.Icon({item2.name, type='item'})
        table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, weight = wt, totalWeight = totalWt})
      end
     end
     end
  end
  --Finally, let's try just stealing it
  local thiefType = Icons.Icon({"Thieving", type='skill'})
  for i, npc in pairs(SkillData.Thieving) do
    local qty = 1
    local wt = 0
    local totalWt = 0
    if npc.lootTable ~= nil then
      for j, loot in pairs(npc.lootTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
        end
      end
      if wt > 0 then
        -- There is a constant 75% chance of gaining an item per successful steal attempt
        local sourceTxt = Icons.Icon({npc.name, type='thieving'})
        table.insert(dropRows, {source = sourceTxt, type = thiefType, minqty = 1, qty = qty, weight = wt * 75, totalWeight = totalWt * 100})
      end
    end
  end
  --Bonus overtime: Special Fishing table & mining gem table. Also Rags to Riches
  if item.type == 'Gem' then
    local mineType = Icons.Icon({'Mining', type='skill'})
    local thisGemChance = Items.GemTable[item.name].chance
    local totalGemChance = 0
    for i, gem in pairs(Items.GemTable) do
      totalGemChance = totalGemChance + gem.chance
    end
    table.insert(dropRows, {source = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, weight = thisGemChance, totalWeight = totalGemChance})
    local magicType = Icons.Icon({'Magic', type = 'skill'})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, weight = thisGemChance, totalWeight = totalGemChance})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches II", type="spell"}), type = magicType, minqty = 1, qty = 1, weight = thisGemChance, totalWeight = totalGemChance})
  end
  if item.fishingCatchWeight ~= nil then
    local fishSource = '[[Fishing#Special|Special]]'
    local fishType = Icons.Icon({'Fishing', type='skill'})
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, weight = item.fishingCatchWeight, totalWeight = Items.specialFishWt})
  end
  if item.type == 'Junk' then
    local fishSource = '[[Fishing#Junk|Junk]]'
    local fishType = Icons.Icon({'Fishing', type='skill'})
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, weight = 1, totalWeight = Items.junkCount})
  end
  --Make sure to return nothing if there are no drop sources
  if Shared.tableCount(dropRows) == 0 then return '' end
  table.sort(dropRows, function(a, b)
                        if a.weight / a.totalWeight == b.weight / b.totalWeight then
                          return a.minqty + a.qty > b.minqty + b.qty
                        else
                          return a.weight / a.totalWeight > b.weight / b.totalWeight
                        end
                      end)
  for i, data in pairs(dropRows) do
    table.insert(resultPart, buildRow(data.source, data.type, data.minqty, data.qty, data.weight, data.totalWeight))
  end
  table.insert(resultPart, '\r\n|}')
  return table.concat(resultPart)
end
function p.getItemLootSourceTable(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[[Category:Pages with script errors]]"
  end
  return p._getItemLootSourceTable(item)
end
function p._getItemUpgradeTable(item)
  local resultPart = {}
  if item.itemsRequired ~= nil then
    --First, get details on all the required materials
    local upgradeFrom = {}
    local materials = {}
    for i, row in pairs(item.itemsRequired) do
      local mat = Items.getItemByID(row[1])
      --Check to see if the source item can trigger the upgrade
      if mat.canUpgrade or (mat.type == 'Armour' and mat.canUpgrade == nil) then
        table.insert(upgradeFrom, Icons.Icon({mat.name, type='item'}))
      end
      table.insert(materials, Icons.Icon({mat.name, type='item', qty=row[2]}))
    end
    if item.trimmedGPCost ~= nil then
      table.insert(materials, Icons.GP(item.trimmedGPCost))
    end
    table.insert(resultPart, '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Upgrading Items|Item Upgrade]]')
    --[[result = result..'\r\n|-\r\n!style="text-align:right;"|Upgrades From\r\n|'
    result = result..table.concat(upgradeFrom, '<br/>')--]]
    table.insert(resultPart, '\r\n|-\r\n!style="text-align:right;"|Materials\r\n|')
    table.insert(resultPart, table.concat(materials, '<br/>'))
    table.insert(resultPart, '\r\n|}')
  end
  return table.concat(resultPart)
end
function p.getItemUpgradeTable(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[[Category:Pages with script errors]]"
  end
  return p._getItemUpgradeTable(item)
end
function p._getItemSuperheatTable(item)
  --Manually build the Superheat Item table
  local oreString = ''
  local coalString = ''
  for i, mat in pairs(item.smithReq) do
    local thisMat = Items.getItemByID(mat.id)
    if thisMat.name == 'Coal Ore' then
      coalString = ', '..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    else
      if string.len(oreString) > 0 then oreString = oreString..', ' end
      oreString =  oreString..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    end
  end
  --Set up the header
  local superheatTable = {}
  table.insert(superheatTable, '{|class="wikitable"\r\n!colspan="2"|Spell')
  table.insert(superheatTable, '!!'..Icons.Icon({'Smithing', type='skill', notext='true'})..' Level')
  table.insert(superheatTable, '!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' Level')
  table.insert(superheatTable, '!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' XP')
  table.insert(superheatTable, '!!'..Icons.Icon({item.name, type='item', notext='true'})..' Bars')
  table.insert(superheatTable, '!!Ore!!Runes')
  --Loop through all the variants
  local spellNames = {'Superheat I', 'Superheat II', 'Superheat III', 'Superheat IV'}
  for i, sName in pairs(spellNames) do
    local spell = Magic.getSpell(sName, 'AltMagic')
    local rowPart = {}
    table.insert(rowPart, '\r\n|-\r\n|'..Icons.Icon({spell.name, type='spell', notext=true, size=50}))
    table.insert(rowPart, '||[['..spell.name..']]||'..item.smithingLevel)
    table.insert(rowPart, '||'..spell.magicLevelRequired..'||'..spell.magicXP..'||'..spell.convertToQty)
    table.insert(rowPart, '||'..oreString)
    if spell.ignoreCoal ~= nil and not spell.ignoreCoal then table.insert(rowPart, coalString) end
    table.insert(rowPart, '||style="text-align:center"|')
    for i, req in pairs(spell.runesRequired) do
      local rune = Items.getItemByID(req.id)
      if i > 1 then table.insert(rowPart, ', ') end
      table.insert(rowPart, Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}))
    end
    table.insert(rowPart, "<br/>'''OR'''<br/>")
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = Items.getItemByID(req.id)
      if i > 1 then table.insert(rowPart, ', ') end
      table.insert(rowPart, Icons.Icon({rune.name, type='item', notext=true, qty=req.qty}))
    end
    table.insert(superheatTable, table.concat(rowPart))
  end
  --Add the table end and add the table to the result string
  table.insert(superheatTable, '\r\n|}')
  return table.concat(superheatTable)
end
function p.getItemSuperheatTable(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[[Category:Pages with script errors]]"
  end
  return p._getItemSuperheatTable(item)
end
function p._getItemSourceTables(item)
  local resultPart = {}
  local shopTable = Shop._getItemShopTable(item)
  if string.len(shopTable) > 0 then
    table.insert(resultPart, '===Shop===\r\n'..shopTable)
  end
  local creationTable = p._getCreationTable(item)
  if string.len(creationTable) > 0 then
    if #resultPart > 0 then table.insert(resultPart, '\r\n') end
    table.insert(resultPart, '===Creation===\r\n'..creationTable)
  end
  local upgradeTable = p._getItemUpgradeTable(item)
  if string.len(upgradeTable) > 0 then
    if #resultPart > 0 then table.insert(resultPart, '\r\n') end
    if string.len(creationTable) == 0 then table.insert(resultPart, '===Creation===\r\n') end
    table.insert(resultPart, upgradeTable)
  end
  if item.type == 'Bar' then
    table.insert(resultPart, '\r\n==='..Icons.Icon({'Alt Magic', type='skill'})..'===\r\n'..p._getItemSuperheatTable(item))
  end
  local lootTable = p._getItemLootSourceTable(item)
  if string.len(lootTable) > 0 then
    if #resultPart > 0 then table.insert(resultPart, '\r\n') end
    table.insert(resultPart, '===Loot===\r\n'..lootTable)
  end
  return table.concat(resultPart)
end
function p.getItemSourceTables(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[[Category:Pages with script errors]]"
  end
  return p._getItemSourceTables(item)
end
function p.getCombatPassiveSlotItems(frame)
  local resultPart = {}
  table.insert(resultPart, '{| class="wikitable"\r\n')
  table.insert(resultPart, '|-\r\n')
  table.insert(resultPart, '!colspan="2"|Item\r\n! Passive\r\n')
  local itemArray = Items.getItems(function(item) return item.validSlots ~= nil and Shared.contains(item.validSlots, 'Passive') end)
  table.sort(itemArray, function(a, b) return a.id < b.id end)
  for i, item in Shared.skpairs(itemArray) do
    table.insert(resultPart, '|-\r\n')
    table.insert(resultPart, '! '..Icons.Icon({item.name, type='item', notext='true'})..'\r\n! [['..item.name..']]\r\n')
    table.insert(resultPart, '| '..item.description..'\r\n')
  end
  table.insert(resultPart, '|}')


  return table.concat(resultPart)
    return p._getSpecialAttackTable(effectDefn, tableCategories, sourceHeaderLabel, includeSource)
end
end


return p
return p

Revision as of 23:26, 9 November 2021

Documentation for this module may be created at Module:Sandbox/AuronTest/SourceTables/doc

local p = {}

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Monsters = require('Module:Monsters')
local Magic = require('Module:Magic')
local Attacks = require('Module:AuronTest')

function p._getSpecialAttackTable(effectDefn, categories, sourceHeaderLabel, includeSource)
    local spAttTable = {}
    local attacks = Attacks.getAttacks(function(attack)
                                           if effectDefn == nil then
                                               return true
                                           else
                                               return Attacks.attackHasEffect(attack, effectDefn)
                                           end
                                       end)
    local includeCat = {}
    for i, category in ipairs(categories) do
        includeCat[category] = true
    end

    -- Compile a list of monsters, items, spells, etc. for each included attack
    for i, spAtt in ipairs(attacks) do
        -- Monsters
        if includeCat['Monster'] then
            for j, monsterID in ipairs(spAtt.monsters) do
                local monster = Monsters.getMonsterByID(monsterID)
                local overrideChance = (monster.overrideSpecialChances ~= nil and Shared.tableCount(monster.overrideSpecialChances) > 0)
                local attChance = spAtt.defaultChance
                if overrideChance then
                    local attIdx = nil
                    for k, monsterAttack in ipairs(monster.specialAttacks) do
                        local attID = (type(monsterAttack) == 'table' and monsterAttack.id) or monsterAttack
                        if spAtt.id == attID then
                            attIdx = k
                            break
                        end
                    end
                    if attIdx ~= nil then
                        attChance = monster.overrideSpecialChances[attIdx]
                    end
                end

                table.insert(spAttTable, { idx = i, source = 'Monster', sourceSort = monster.name, sourceText = Icons.Icon({ monster.name, type = 'monster' }), chance = attChance, descType = 'monster' })
            end
        end

        -- Items/Weapons
        if includeCat['Item'] then
            for j, itemID in ipairs(spAtt.items) do
                local item = Items.getItemByID(itemID)
                table.insert(spAttTable, { idx = i, source = 'Weapon', sourceSort = item.name, sourceText = Icons.Icon({ item.name, type = 'item' }), chance = spAtt.defaultChance, descType = 'player' })
            end
        end

        -- Spells
        if includeCat['Spell'] then
            for j, spellID in ipairs(spAtt.spells) do
                local spell = Magic.getSpellByID(spellID[1], spellID[2])
                table.insert(spAttTable, { idx = i, source = 'Spell', sourceSort = spell.name, sourceText = Icons.Icon({ spell.name, type = 'spell' }), chance = spAtt.defaultChance, descType = 'player' })
            end
        end
    end

    -- Summoning familiars. Any effects inflicted by combat familiars aren't actually special
    -- attacks, therefore the handling here is a bit different and outside of the above attack loop
    if includeCat['Familiar'] then
        local famIdx = Shared.tableCount(attacks) + 1
        local familiars = Items.getItems(function(item)
                                             if item.type == 'Familiar' and Items._getItemStat(item, 'summoningMaxhit') ~= nil and item.modifiers ~= nil then
                                                 local famAttack = { prehitEffects = {}, onhitEffects = { { type = 'Modifier', subtype = 'Familiar', modifiers = item.modifiers } } }
                                                 if effectDefn == nil then
                                                     return Shared.tableCount(Attacks.getAttackEffects(famAttack)) > 0
                                                 else
                                                     return Attacks.attackHasEffect(famAttack, effectDefn)
                                                 end
                                             end
                                             return false
                                         end)
        for j, familiar in ipairs(familiars) do
            -- For chance, assume the first modifier we come across has the chance, which is pretty lazy
            local famChance, famDesc = 0, ''
            for modName, modVal in pairs(familiar.modifiers) do
                if type(modVal) == 'table' and type(modVal[1]) == 'number' then
                    famChance = modVal[1]
                elseif type(modVal) == 'number' then
                    famChance = modVal
                else
                    famChance = 0
                end
                famDesc = Constants._getModifierText(modName, modVal, false)
                break
            end

            table.insert(spAttTable, { idx = famIdx, source = 'Familiar', sourceSort = familiar.name, sourceText = Icons.Icon({ familiar.name, type = 'item' }), chance = famChance or 0, descType = 'player' })
            -- Slap a dummy entry into the attacks table for this familiar
            attacks[famIdx] = { name = familiar.name .. ' (Familiar)', description = { player = famDesc } }
            famIdx = famIdx + 1
        end
    end

    -- Nothing to output if there are no row definitions
    if Shared.tableCount(spAttTable) == 0 then
    	return ''
    end

    -- Sort entries into desired order and generate stats to determine row spans:
    -- By attack index, description type (monster/player), chance, source, then source name (weapon/item/etc.)
    table.sort(spAttTable, function (a, b)
                               local sortKeys = { 'idx', 'descType', 'chance', 'source', 'sourceSort' }
                               for i, key in ipairs(sortKeys) do
                                   if a[key] ~= b[key] then
                                       return a[key] < b[key]
                                   end
                               end
                               return false
                           end)
    -- Determine row counts for grouping/rowspans
    local rowCounts = {}
    for i, rowDefn in ipairs(spAttTable) do
        local idx, dt, chance = rowDefn.idx, rowDefn.descType, rowDefn.chance
        if rowCounts[idx] == nil then
            rowCounts[idx] = { rows = 0 }
        end
        if rowCounts[idx][dt] == nil then
            rowCounts[idx][dt] = { rows = 0 }
        end
        if rowCounts[idx][dt][chance] == nil then
            rowCounts[idx][dt][chance] = 0
        end
        rowCounts[idx]['rows'] = rowCounts[idx]['rows'] + 1
        rowCounts[idx][dt]['rows'] = rowCounts[idx][dt]['rows'] + 1
        rowCounts[idx][dt][chance] = rowCounts[idx][dt][chance] + 1
    end

    -- Generate output table
    local resultPart = {}
    table.insert(resultPart, '{|class="wikitable sortable stickyHeader"')
    table.insert(resultPart, '\r\n|- class="headerRow-0"')
    table.insert(resultPart, '\r\n!Name!!style="min-width:225px"| ' .. sourceHeaderLabel .. (includeSource and '!!Type' or '') .. '!!Chance!!Effect')

    local firstRow = { idx = true, descType = true, chance = true }
    local prevRowVal = { idx = 0, descType = '', chance = 0 }
    local resetOnChange = {
        idx = { 'idx', 'descType', 'chance' },
        descType = { 'descType', 'chance' },
        chance = { 'chance' }
    }
    local rowSuffix = ''
    for i, spAttRow in ipairs(spAttTable) do
        local spIdx = spAttRow.idx
        local spAtt = attacks[spIdx]
        -- Determine if it's the first row for any of our groupings
        local resetKeys = {}
        for key, val in pairs(prevRowVal) do
            if spAttRow[key] ~= prevRowVal[key] then
                for j, keyName in ipairs(resetOnChange[key]) do
                    resetKeys[keyName] = true
                end
            end
            prevRowVal[key] = spAttRow[key]
        end
        for key, val in pairs(firstRow) do
            firstRow[key] = (resetKeys[key] ~= nil)
        end

        table.insert(resultPart, '\r\n|-')
        if firstRow.idx then
            rowSuffix = (rowCounts[spIdx]['rows'] > 1 and '|rowspan="' .. rowCounts[spIdx]['rows'] .. '"') or ''
            table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt.name)
        end
        table.insert(resultPart, '\r\n|data-sort-value="' .. spAttRow.sourceSort .. '"| ' .. spAttRow.sourceText)
        if includeSource then
            table.insert(resultPart, '\r\n| ' .. spAttRow.source)
        end
        if firstRow.chance then
            rowSuffix = (rowCounts[spIdx][spAttRow.descType][spAttRow.chance] > 1 and 'rowspan="' .. rowCounts[spIdx][spAttRow.descType][spAttRow.chance] .. '" ') or ''
            table.insert(resultPart, '\r\n|' .. rowSuffix .. 'data-sort-value="' .. spAttRow.chance .. '" style="text-align:right;"| ' .. Shared.round(spAttRow.chance, 2, 0) .. '%')
        end
        if firstRow.descType then
            rowSuffix = (rowCounts[spIdx][spAttRow.descType]['rows'] > 1 and '|rowspan="' .. rowCounts[spIdx][spAttRow.descType]['rows'] .. '"') or ''
            table.insert(resultPart, '\r\n' .. rowSuffix .. '| ' .. spAtt['description'][spAttRow.descType])
        end
    end
    table.insert(resultPart, '\r\n|}')

    return table.concat(resultPart)
end

function p.getSpecialAttackTable(frame)
    local args = frame.args ~= nil and frame.args or frame
    local tableCategories = {'Monster', 'Item', 'Spell', 'Familiar'}
    if args[1] ~= nil and args[1] ~= '' then
        tableCategories = Shared.splitString(args[1], ',')
    end
    local effectName = args['effect']
    local sourceHeaderLabel = args['sourceHeader'] or 'Source'
    local includeSource = true
    if args['includeSource'] ~= nil and string.lower(args['includeSource']) == 'false' then
        includeSource = false
    end
    local effectDefn = nil

    if effectName ~= nil and effectName ~= '' then
        effectDefn = Attacks.effectDefinition[effectName]
        if effectDefn == nil then
            local validEffectNames = {}
            for k, v in pairs(Attacks.effectDefinition) do
                table.insert(validEffectNames, k)
            end
            table.sort(validEffectNames, function(a, b) return a < b end)

            return 'ERROR: Invalid effect name "' .. effectName .. '", must be one of: ' .. table.concat(validEffectNames, ', ') .. '[[Category:Pages with script errors]]'
        end
    end

    return p._getSpecialAttackTable(effectDefn, tableCategories, sourceHeaderLabel, includeSource)
end

return p