Module:SkillUnlocks: Difference between revisions
From Melvor Idle
(Created page with "local p = {} --This module polls various game data sources to produce a full list of skill --level unlocks for each skill. The game has a hard-coded set of "milestones" --for each skill that does the same thing, but it is not exhaustive and not --permanently visible for most combat skills. local Shared = require('Module:Shared') local Icons = require('Module:Icons') local Items = require('Module:Items') function p._getAllItemsWithSkillRequirement(skillReqLabel) local...") |
(No difference)
|
Revision as of 20:29, 22 April 2023
Documentation for this module may be created at Module:SkillUnlocks/doc
local p = {}
--This module polls various game data sources to produce a full list of skill
--level unlocks for each skill. The game has a hard-coded set of "milestones"
--for each skill that does the same thing, but it is not exhaustive and not
--permanently visible for most combat skills.
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
function p._getAllItemsWithSkillRequirement(skillReqLabel)
local itemList = Items.getItems(function(item)
-- Exclude Golbin Raid exclusives
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
return false
end
return Items._getItemStat(item, skillReqLabel) ~= nil
end)
local itemsWithReqs = {}
for i, item in ipairs(itemList) do
local processedItem = {}
processedItem.item = item
processedItem.skillLevel = Items._getItemStat(item, skillReqLabel)
table.insert(itemsWithReqs, processedItem)
end
return itemsWithReqs
end
function p.getSkillUnlockTable(skillName)
local skillReqLabel = skillName .. 'LevelRequired'
local itemList = p._getAllItemsWithSkillRequirement(skillReqLabel)
if Shared.tableIsEmpty(itemList) then
-- TODO: Omit empty tables
return nil
end
-- Sort the list of items by level requirement
table.sort(itemList, function(a, b)
return a.skillLevel < b.skillLevel
end)
-- Header and columns
local resultPart = {}
table.insert(resultPart, '{| class="wikitable"\r\n|-class="headerRow-0"')
table.insert(resultPart, '\r\n!Level')
table.insert(resultPart, '\r\n!Unlocks')
-- Time to iterate the list!
local currentLevel = 0
for i, item in ipairs(itemList) do
local itemLevel = Items._getItemStat(item.item, skillName .. 'LevelRequired')
-- Start a new row if the current item's level differs from the current
-- row
if itemLevel ~= currentLevel then
currentLevel = itemLevel
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|' .. itemLevel)
table.insert(resultPart, '\r\n|')
else
table.insert(resultPart, '<br/>')
end
-- Append item to the column
table.insert(resultPart, Icons.Icon({item.item.name, type='item', noicon=true}))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
return p