Module:SkillUnlocks: Difference between revisions
From Melvor Idle
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local Items = require('Module:Items') | local Items = require('Module:Items') | ||
local WEARABLES = {'Armour', 'Ring', 'Amulet'} | |||
local CHECK_ITEMS = {'Attack', 'Strength', 'Defence', 'Ranged', 'Magic'} | local CHECK_ITEMS = {'Attack', 'Strength', 'Defence', 'Ranged', 'Magic'} | ||
Line 79: | Line 80: | ||
if item.item.type == 'Weapon' then | if item.item.type == 'Weapon' then | ||
verb = 'Wield ' | verb = 'Wield ' | ||
elseif item.item.type | elseif Shared.contains(WEARABLES, item.item.type) then | ||
verb = 'Wear ' | verb = 'Wear ' | ||
end | end |
Revision as of 01:36, 23 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')
local WEARABLES = {'Armour', 'Ring', 'Amulet'}
local CHECK_ITEMS = {'Attack', 'Strength', 'Defence', 'Ranged', 'Magic'}
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:lower() .. 'LevelRequired'
-- What do we need to check for this skill? (we avoid checking everything
-- for every skill to save time)
local itemList = {}
if Shared.contains(CHECK_ITEMS, skillName) then
itemList = p._getAllItemsWithSkillRequirement(skillReqLabel)
end
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 or (a.skillLevel == b.skillLevel and a.item.name < b.item.name)
end)
-- Header and columns
local resultPart = {}
table.insert(resultPart, '{| class="wikitable"\r\n|-class="headerRow-0"')
table.insert(resultPart, '\r\n!' .. Icons.Icon({skillName, type='skill', notext='true'}) .. ' 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
local verb = ''
if item.item.type == 'Weapon' then
verb = 'Wield '
elseif Shared.contains(WEARABLES, item.item.type) then
verb = 'Wear '
end
table.insert(resultPart, verb .. Icons.Icon({item.item.name, type='item'}))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getSkillUnlockTable(frame)
local skillName = frame.args ~= nil and frame.args[1]
return p._getSkillUnlockTable(skillName)
end
return p