Module:Township: Difference between revisions
From Melvor Idle
(getWorshipTable: Add season modifiers) |
(getBuildingInfoBox, getBuildingUpgradeTable, getTraderTable: Update for v1.1.2) |
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Line 1: | Line 1: | ||
local Shared = require('Module:Shared') | local Shared = require('Module:Shared') | ||
local Icons = require('Module:Icons') | local Icons = require('Module:Icons') | ||
local Items = require('Module:Items') | |||
local Shop = require('Module:Shop') | local Shop = require('Module:Shop') | ||
local GameData = require('Module:GameData') | local GameData = require('Module:GameData') | ||
Line 19: | Line 20: | ||
else | else | ||
return GameData.getEntityByID(Township.buildings, id) | return GameData.getEntityByID(Township.buildings, id) | ||
end | |||
end | |||
-- Gets a Township building by name, e.g. Hunters Cabin | |||
function p._getBuildingByName(name) | |||
-- Check for the special statue case | |||
if name == 'Statues' then | |||
name = 'Statue of Worship' | |||
end | |||
local STATUE_OF = 'Statue of ' | |||
if string.sub(name, 1, string.len(STATUE_OF)) == STATUE_OF then | |||
local building = Shared.clone(GameData.getEntityByID(Township.buildings, 'melvorF:Statues')) | |||
building.name = name | |||
return building | |||
else | |||
return GameData.getEntityByName(Township.buildings, name) | |||
end | end | ||
end | end | ||
Line 25: | Line 42: | ||
function p._getResourceByID(id) | function p._getResourceByID(id) | ||
return GameData.getEntityByID(Township.resources, id) | return GameData.getEntityByID(Township.resources, id) | ||
end | |||
-- Given a building, find the next building upgrade | |||
function p._getBuildingUpgrade(building) | |||
local function checkFunc(entity) | |||
return entity.upgradesFrom ~= nil and entity.upgradesFrom == building.id | |||
end | |||
local upgradesTo = GameData.getEntities(Township.buildings, checkFunc) | |||
if #upgradesTo > 0 then | |||
return upgradesTo[1] | |||
end | |||
return nil | |||
end | end | ||
Line 58: | Line 87: | ||
end | end | ||
end | end | ||
end | |||
-- Given a building, groups biomes for which that building has a common cost | |||
function p._getBuildingGroupedCosts(building) | |||
local biomeGroups = {} | |||
for i, biomeID in ipairs(building.biomes) do | |||
local currentBiomeCost = p._getBuildingCostText(building, biomeID) | |||
local found = false | |||
for j, biomeGroup in ipairs(biomeGroups) do | |||
if biomeGroup.cost == currentBiomeCost then | |||
-- Another biome exists with this cost | |||
table.insert(biomeGroup.biomeIDs, biomeID) | |||
found = true | |||
break | |||
end | |||
end | |||
if not found then | |||
table.insert(biomeGroups, { biomeIDs = { biomeID }, cost = currentBiomeCost}) | |||
end | |||
end | |||
return biomeGroups | |||
end | |||
-- Given a building, returns a text string repesenting the building costs for all biomes | |||
function p._getBuildingGroupedCostText(building) | |||
local resultPart = {} | |||
local biomeGroups = p._getBuildingGroupedCosts(building) | |||
if Shared.tableCount(biomeGroups) == 1 then | |||
-- If only one entry then simply output the cost | |||
table.insert(resultPart, biomeGroups[1].cost) | |||
else | |||
-- Otherwise, split by biome group | |||
for i, biomeGroup in ipairs(biomeGroups) do | |||
local biomeText = {} | |||
for j, biomeID in ipairs(biomeGroup.biomeIDs) do | |||
local biome = GameData.getEntityByID(Township.biomes, biomeID) | |||
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name})) | |||
end | |||
table.insert(resultPart, table.concat(biomeText, ', ') .. ': ' .. biomeGroup.cost) | |||
end | |||
end | |||
return table.concat(resultPart, '<br/>') | |||
end | end | ||
-- Given a building and biome ID, returns a string displaying the building's benefits, | -- Given a building and biome ID, returns a string displaying the building's benefits, | ||
-- or nil if no benefits | -- or nil if no benefits | ||
function p. | function p._getBuildingBenefitText(building, biomeID, includeModifiers, delimiter) | ||
-- Basic validation of inputs | -- Basic validation of inputs | ||
if type(building) == 'table' and building.provides ~= nil and biomeID ~= nil then | if type(building) == 'table' and building.provides ~= nil and biomeID ~= nil then | ||
Line 81: | Line 152: | ||
end | end | ||
end | end | ||
if providesData ~= nil then | if providesData ~= nil then | ||
local resultPart = {} | local resultPart = {} | ||
Line 109: | Line 180: | ||
-- Other stats | -- Other stats | ||
for key, stat in pairs(stats) do | for key, stat in pairs(stats) do | ||
local quantity = providesData[key] | local quantity = providesData[key] | ||
if quantity ~= nil and quantity ~= 0 then | if quantity ~= nil and quantity ~= 0 then | ||
Line 121: | Line 191: | ||
end | end | ||
end | end | ||
end | |||
-- Given a building, groups biomes for which that building has a common benefit/provides | |||
function p._getBuildingGroupedBenefits(building, includeModifiers) | |||
if includeModifiers == nil then | |||
includeModifiers = true | |||
end | |||
local biomeGroups = {} | |||
for i, biomeID in ipairs(building.biomes) do | |||
local currentBiomeBenefit = p._getBuildingBenefitText(building, biomeID, includeModifiers) | |||
local found = false | |||
for j, biomeGroup in ipairs(biomeGroups) do | |||
if biomeGroup.benefit == currentBiomeBenefit then | |||
-- Another biome exists with this cost | |||
table.insert(biomeGroup.biomeIDs, biomeID) | |||
found = true | |||
break | |||
end | |||
end | |||
if not found then | |||
table.insert(biomeGroups, { biomeIDs = { biomeID }, cost = currentBiomeBenefit}) | |||
end | |||
end | |||
return biomeGroups | |||
end | |||
-- Given a building, returns a text string repesenting the building benefits for all biomes | |||
function p._getBuildingGroupedBenefitText(building, includeModifiers) | |||
if includeModifiers == nil then | |||
includeModifiers = true | |||
end | |||
local resultPart = {} | |||
local biomeGroups = p._getBuildingGroupedBenefits(building, includeModifiers) | |||
if Shared.tableCount(biomeGroups) == 1 then | |||
-- If only one entry then simply output the cost | |||
table.insert(resultPart, biomeGroups[1].cost) | |||
else | |||
-- Otherwise, split by biome group | |||
for i, biomeGroup in ipairs(biomeGroups) do | |||
local biomeText = {} | |||
for j, biomeID in ipairs(biomeGroup.biomeIDs) do | |||
local biome = GameData.getEntityByID(Township.biomes, biomeID) | |||
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name})) | |||
end | |||
table.insert(resultPart, table.concat(biomeText, ', ') .. ': ' .. biomeGroup.cost) | |||
end | |||
end | |||
return table.concat(resultPart, '<br/>') | |||
end | end | ||
Line 291: | Line 409: | ||
table.insert(resultPart, '\n| ' .. Icons.Icon({biome.name, type='biome', nolink=true})) | table.insert(resultPart, '\n| ' .. Icons.Icon({biome.name, type='biome', nolink=true})) | ||
table.insert(resultPart, '\n| ' .. p._getBuildingCostText(building, biomeID)) | table.insert(resultPart, '\n| ' .. p._getBuildingCostText(building, biomeID)) | ||
local providesText = p. | local providesText = p._getBuildingBenefitText(building, biomeID) | ||
if building.modifiers ~= nil then | if building.modifiers ~= nil then | ||
local modText = Constants.getModifiersText(building.modifiers) | local modText = Constants.getModifiersText(building.modifiers) | ||
Line 310: | Line 428: | ||
-- Builds the table of trader items | -- Builds the table of trader items | ||
function p.getTraderTable(frame) | function p.getTraderTable(frame) | ||
local resultPart = {} | |||
-- Build | -- Build table header | ||
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"') | |||
table.insert(resultPart, '\n|- class="headerRow-0"') | |||
table.insert(resultPart, '\n!colspan="2"| Item\n!Description\n!style="min-width:60px"| Cost\n!Requirements') | |||
for i, tsResource in ipairs(Township.itemConversions.fromTownship) do | |||
local res = GameData.getEntityByID(Township.resources, tsResource.resourceID) | |||
for j, tradeDef in ipairs(tsResource.items) do | |||
local item = Items.getItemByID(tradeDef.itemID) | |||
local itemDesc = item.customDescription | |||
if itemDesc == nil then | |||
if item.modifiers ~= nil then | |||
itemDesc = Constants.getModifiersText(item.modifiers, false, true) | |||
if | |||
else | else | ||
itemDesc = '' | |||
end | end | ||
end | end | ||
local resQty = math.max(item.sellsFor, 2) | |||
table.insert( | local costSort = i * 10000 + resQty | ||
table.insert( | table.insert(resultPart, '\n|-\n| ' .. Icons.Icon({item.name, type='item', size=50, notext=true})) | ||
table.insert(resultPart, '\n| ' .. Icons.Icon({item.name, type='item', noicon=true})) | |||
table.insert(resultPart, '\n| ' .. itemDesc) | |||
table.insert(resultPart, '\n|data-sort-value="' .. costSort ..'" style="text-align:right"| ' .. Icons.Icon({res.name, type='resource', qty=resQty, notext=true})) | |||
table.insert(resultPart, '\n| ' .. Shop.getRequirementString(tradeDef.unlockRequirements)) | |||
end | end | ||
end | end | ||
return table.concat( | table.insert(resultPart, '\n|}') | ||
return table.concat(resultPart) | |||
end | end | ||
Line 479: | Line 542: | ||
end | end | ||
-- | -- Gets a building and prepares all the relevant stats for the building, presented as an infobox | ||
function p.getBuildingInfoBox(frame) | |||
local name = frame.args ~= nil and frame.args[1] or frame | |||
local building = p._getBuildingByName(name) | |||
function p. | if building == nil then | ||
return Shared.printError('No building named "' .. name .. '" exists in the data module') | |||
local | |||
end | end | ||
local ret = {} | local ret = {} | ||
-- Header | -- Header | ||
table.insert(ret, ' | table.insert(ret, '{| class="wikitable infobox"') | ||
-- Name | -- Name | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n! ' .. building.name) | ||
-- Icon | -- Icon | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n|style="text-align:center"| ' .. Icons.Icon({building.name, type='building', size='250', notext=true})) | ||
-- ID | -- ID | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n| <b>Building ID:</b> ' .. building.id) | ||
-- Type | -- Type | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n| <b>Type:</b> ' .. building.type) | ||
-- Tier | -- Tier | ||
local tier = p._getTierText(building.tier) | local tier = p._getTierText(building.tier) | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n| <b>Requirements:</b><br/>' .. tier) | ||
-- Upgrades From | -- Upgrades From | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n| <b>Base Cost:</b>') | ||
local upgradesFrom = p._getBuildingDowngrade(building) | local upgradesFrom = p._getBuildingDowngrade(building) | ||
if upgradesFrom ~= nil then | if upgradesFrom ~= nil then | ||
table.insert(ret, '<br>'..Icons.Icon({upgradesFrom.name, type='building'})) | table.insert(ret, '<br/>' .. Icons.Icon({upgradesFrom.name, type='building'})) | ||
end | end | ||
-- Cost | -- Cost | ||
local cost = | --table.insert(ret, '<br/>' .. p._getBuildingGroupedCostText(building)) | ||
local function getGroupedText(building, groupFunc) | |||
local biomeGroups = groupFunc(building) | |||
if Shared.tableCount(biomeGroups) == 1 then | |||
-- If only one entry then simply output the cost | |||
return biomeGroups[1].cost | |||
else | |||
-- Otherwise, split by biome group | |||
local resultPart = {} | |||
table.insert(resultPart, '{| class="wikitable" style="text-align:center; margin: 0.25em 0 0 0"') | |||
for i, biomeGroup in ipairs(biomeGroups) do | |||
local biomeText = {} | |||
for j, biomeID in ipairs(biomeGroup.biomeIDs) do | |||
local biome = GameData.getEntityByID(Township.biomes, biomeID) | |||
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name})) | |||
end | |||
table.insert(resultPart, '\n|-\n| ' .. table.concat(biomeText, '<br/>')) | |||
table.insert(resultPart, '\n| ' .. biomeGroup.cost) | |||
end | |||
table.insert(resultPart, '\n|}') | |||
return table.concat(resultPart) | |||
end | |||
end | |||
table.insert(ret, '\n' .. getGroupedText(building, p._getBuildingGroupedCosts)) | |||
-- Upgrades To | -- Upgrades To | ||
local upgradesTo = p. | local upgradesTo = p._getBuildingUpgrade(building) | ||
if upgradesTo ~= nil then | if upgradesTo ~= nil then | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n| <b>Upgrades To:</b>') | ||
table.insert(ret, '<br>'..Icons.Icon({upgradesTo.name, type='building'}) | table.insert(ret, '<br/>' .. Icons.Icon({upgradesTo.name, type='building'})) | ||
table.insert(ret, '\n' .. getGroupedText(upgradesTo, p._getBuildingGroupedCosts)) | |||
table.insert(ret, ' | |||
end | end | ||
-- | -- Benefits | ||
local benefits = p. | local benefits = p._getBuildingGroupedBenefitText(building) | ||
if benefits ~= nil | if benefits ~= nil and benefits ~= '' then | ||
table.insert(ret, '\n|-\n| <b>Provides:</b><br/>' .. benefits) | |||
end | end | ||
-- Biomes | -- Biomes | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n| <b>Biomes:</b>') | ||
for _, biomeid in ipairs(building.biomes) do | for _, biomeid in ipairs(building.biomes) do | ||
local | local biome = GameData.getEntityByID(Township.biomes, biomeid) | ||
table.insert(ret, '<br>'..Icons.Icon({ | table.insert(ret, '<br/>' .. Icons.Icon({biome.name, type='biome', nolink=true})) | ||
end | end | ||
-- End | -- End | ||
table.insert(ret, ' | table.insert(ret, '\n|}') | ||
return table.concat(ret) | return table.concat(ret) | ||
end | end | ||
-- | -- Returns an upgrade table of a building | ||
function p. | function p.getBuildingUpgradeTable(frame) | ||
local buildingname = frame.args ~= nil and frame.args[1] or frame | |||
local | local building = p._getBuildingByName(buildingname) | ||
if building == nil then | |||
if | return Shared.printError('No building named "' .. buildingname .. '" exists in the data module') | ||
return | |||
end | end | ||
-- Let's find the base building | -- Let's find the base building | ||
local baseBuilding = building | local baseBuilding = building | ||
Line 815: | Line 642: | ||
end | end | ||
end | end | ||
-- Let's make a list of all the buildings | -- Let's make a list of all the buildings | ||
-- Return empty string if there is only 1 building in the upgrade chain (i.e. no upgrades/downgrades) | -- Return empty string if there is only 1 building in the upgrade chain (i.e. no upgrades/downgrades) | ||
Line 822: | Line 649: | ||
while true do | while true do | ||
table.insert(buildingList, _curBuilding) | table.insert(buildingList, _curBuilding) | ||
_curBuilding = p. | _curBuilding = p._getBuildingUpgrade(_curBuilding) | ||
if _curBuilding == nil then | if _curBuilding == nil then | ||
break | break | ||
Line 830: | Line 657: | ||
return '' | return '' | ||
end | end | ||
local ret = {} | local ret = {} | ||
table.insert(ret, ' | table.insert(ret, '\n== Upgrade Chart ==') | ||
table.insert(ret, ' | table.insert(ret, '\n{| class="wikitable" style="text-align:center"') | ||
-- Name | -- Name | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n!colspan="2"| Name') | ||
for _, building in ipairs(buildingList) do | for _, building in ipairs(buildingList) do | ||
table.insert(ret, ' | table.insert(ret, '\n!' .. Icons.Icon({building.name, type='building'})) | ||
end | end | ||
-- Tier | -- Tier | ||
table.insert(ret, ' | table.insert(ret, '\n|-\n!colspan="2"| Requirements') | ||
for _, building in ipairs(buildingList) do | for _, building in ipairs(buildingList) do | ||
table.insert(ret, '\n|' .. p._getTierText(building.tier)) | |||
table.insert(ret, ' | |||
end | end | ||
-- Cost | -- Cost | ||
table.insert(ret, ' | local biomeCount = Shared.tableCount(baseBuilding.biomes) | ||
for _, building in ipairs(buildingList) do | table.insert(ret, '\n|-\n!rowspan="' .. biomeCount .. '"| Cost') | ||
local firstBiome = true | |||
for _, biomeID in ipairs(baseBuilding.biomes) do | |||
local biome = GameData.getEntityByID(Township.biomes, biomeID) | |||
table.insert(ret, (firstBiome and '' or '\n|-') .. '\n! ' .. Icons.Icon({biome.name, type='biome', nolink=true})) | |||
for _, building in ipairs(buildingList) do | |||
local cost = p._getBuildingCostText(building, biomeID) | |||
table.insert(ret, '\n| ' .. cost) | |||
end | |||
firstBiome = false | |||
end | end | ||
-- | -- Benefits | ||
local benefitText = {} | |||
- | table.insert(benefitText, '\n|-\n!rowspan="' .. biomeCount .. '"| Benefits') | ||
firstBiome = true | |||
local | local hasText = false | ||
local | for _, biomeID in ipairs(baseBuilding.biomes) do | ||
local biome = GameData.getEntityByID(Township.biomes, biomeID) | |||
table.insert(benefitText, (firstBiome and '' or '\n|-') .. '\n! ' .. Icons.Icon({biome.name, type='biome', nolink=true})) | |||
for _, building in ipairs(buildingList) do | for _, building in ipairs(buildingList) do | ||
local | local benefit = p._getBuildingBenefitText(building, biomeID, true) or '' | ||
if not hasText and benefit ~= '' then | |||
hasText = true | |||
end | |||
table.insert(benefitText, '\n| ' .. benefit) | |||
end | end | ||
firstBiome = false | |||
end | |||
if hasText then | |||
-- Only add benefits rows if the building has benefits to display | |||
table.insert(ret, table.concat(benefitText)) | |||
end | end | ||
-- End | -- End | ||
table.insert(ret, ' | table.insert(ret, '\n|}') | ||
return table.concat(ret) | return table.concat(ret) | ||
end | end | ||
-- Returns a row containing a task given a title and a task table | -- Returns a row containing a task given a title and a task table | ||
function p. | function p._getTaskRow(title, task) | ||
local ret = {} | local ret = {} | ||
-- If has description, we will need to rowspan the title by 2, and insert a description with colspan 2 | -- If has description, we will need to rowspan the title by 2, and insert a description with colspan 2 | ||
local hasDescription = false | local hasDescription = false | ||
Line 891: | Line 726: | ||
end | end | ||
local titlespan = hasDescription == true and 'rowspan="2"|' or '' | local titlespan = hasDescription == true and 'rowspan="2"|' or '' | ||
-- Title | -- Title | ||
table.insert(ret, ' | table.insert(ret, '\n|-') | ||
table.insert(ret, ' | table.insert(ret, '\n!'..titlespan..title) | ||
-- Description | -- Description | ||
if hasDescription then | if hasDescription then | ||
table.insert(ret, ' | table.insert(ret, '\n|colspan="2"|'..task.description) | ||
table.insert(ret, ' | table.insert(ret, '\n|-') | ||
end | end | ||
-- Requirements | -- Requirements | ||
table.insert(ret, ' | table.insert(ret, '\n|') | ||
local requirements = {} | local requirements = {} | ||
for _, item in ipairs(task.goals.items) do | for _, item in ipairs(task.goals.items) do | ||
Line 920: | Line 755: | ||
end | end | ||
-- We don't check tasks.requirements (so far it's only used to enumerate the Tutorial tasks so you only see 1 at a time) | -- We don't check tasks.requirements (so far it's only used to enumerate the Tutorial tasks so you only see 1 at a time) | ||
table.insert(ret, table.concat(requirements, '<br>')) | table.insert(ret, table.concat(requirements, '<br/>')) | ||
-- Rewards | -- Rewards | ||
table.insert(ret, ' | table.insert(ret, '\n|') | ||
local rewards = {} | local rewards = {} | ||
if task.rewards.gp ~= 0 then | if task.rewards.gp ~= 0 then | ||
Line 942: | Line 777: | ||
table.insert(rewards, Shared.formatnum(townshipResource.quantity)..' '..Icons.Icon({resourcename, type='resource'})) | table.insert(rewards, Shared.formatnum(townshipResource.quantity)..' '..Icons.Icon({resourcename, type='resource'})) | ||
end | end | ||
table.insert(ret, table.concat(rewards, '<br>')) | table.insert(ret, table.concat(rewards, '<br/>')) | ||
return table.concat(ret) | return table.concat(ret) | ||
end | end | ||
-- Returns all the tasks of a given category | -- Returns all the tasks of a given category | ||
function p. | -- TODO: Support casual tasks | ||
function p.getTaskTable(frame) | |||
local category = frame.args ~= nil and frame.args[1] or frame | local category = frame.args ~= nil and frame.args[1] or frame | ||
local categoryData = GameData.getEntityByID(Township.taskCategories, category) | local categoryData = GameData.getEntityByID(Township.taskCategories, category) | ||
Line 955: | Line 791: | ||
local categoryname = categoryData.name | local categoryname = categoryData.name | ||
local taskcount = 0 | local taskcount = 0 | ||
local ret = {} | local ret = {} | ||
table.insert(ret, ' | table.insert(ret, '{| class="wikitable lighttable" style="text-align:left"') | ||
table.insert(ret, ' | table.insert(ret, '\n!Task') | ||
table.insert(ret, ' | table.insert(ret, '\n!Requirements') | ||
table.insert(ret, ' | table.insert(ret, '\n!Rewards') | ||
for _, task in ipairs(Township.tasks) do | for _, task in ipairs(Township.tasks) do | ||
Line 967: | Line 803: | ||
taskcount = taskcount + 1 | taskcount = taskcount + 1 | ||
local title = categoryname..' '..taskcount | local title = categoryname..' '..taskcount | ||
table.insert(ret, p. | table.insert(ret, p._getTaskRow(title, task)) | ||
end | end | ||
end | end | ||
table.insert(ret, ' | table.insert(ret, '\n|}') | ||
return table.concat(ret) | return table.concat(ret) | ||
end | end | ||
-- Returns a table containing all the tasks that reference an item or monster | -- Returns a table containing all the tasks that reference an item or monster | ||
-- e.g. p. | -- e.g. p.getTaskReferenceTable({'Chicken Coop', 'dungeon'}) | ||
-- name = item or monster name | -- name = item or monster name | ||
-- type = 'item' or 'monster' or 'dungeon' | -- type = 'item' or 'monster' or 'dungeon' | ||
function p. | function p.getTaskReferenceTable(frame) | ||
-- Returns a set containing all the desired IDs | -- Returns a set containing all the desired IDs | ||
local function GetReferenceIDs(referenceName, referenceType) | local function GetReferenceIDs(referenceName, referenceType) | ||
Line 1,008: | Line 844: | ||
return referenceType == 'item' and searchItems or searchMonsters | return referenceType == 'item' and searchItems or searchMonsters | ||
end | end | ||
local args = frame.args ~= nil and frame.args or frame | local args = frame.args ~= nil and frame.args or frame | ||
local referenceName = Shared.fixPagename(args[1]) | local referenceName = Shared.fixPagename(args[1]) | ||
Line 1,035: | Line 871: | ||
return '' | return '' | ||
end | end | ||
-- Build the table | -- Build the table | ||
local ret = {} | local ret = {} | ||
table.insert(ret, '==Tasks==') | table.insert(ret, '==Tasks==') | ||
table.insert(ret, ' | table.insert(ret, '\n{| class="wikitable" style="text-align:left"') | ||
table.insert(ret, ' | table.insert(ret, '\n!Task') | ||
table.insert(ret, ' | table.insert(ret, '\n!Requirements') | ||
table.insert(ret, ' | table.insert(ret, '\n!Rewards') | ||
for _, task in ipairs(tasks) do | for _, task in ipairs(tasks) do | ||
local categoryname = GameData.getEntityByID(Township.taskCategories, task.category).name | local categoryname = GameData.getEntityByID(Township.taskCategories, task.category).name | ||
local title = '[[Township/Tasks#'..categoryname..'|'..categoryname..']]' | local title = '[[Township/Tasks#'..categoryname..'|'..categoryname..']]' | ||
table.insert(ret, p. | table.insert(ret, p._getTaskRow(title, task)) | ||
end | end | ||
table.insert(ret, ' | table.insert(ret, '\n|}') | ||
return table.concat(ret) | return table.concat(ret) | ||
end | end | ||
Line 1,057: | Line 893: | ||
function p.GetWorshipTable() | function p.GetWorshipTable() | ||
return p.getWorshipTable() | return p.getWorshipTable() | ||
end | |||
function p.GetBuildingTable(frame) | |||
return p.getBuildingInfoBox() | |||
end | |||
function p.GetBuildingUpgradeTable(frame) | |||
return p.getBuildingUpgradeTable(frame) | |||
end | |||
function p.GetTaskTable(frame) | |||
return p.getTaskTable(frame) | |||
end | |||
function p.GetTaskReferenceTable(frame) | |||
return p.getTaskReferenceTable(frame) | |||
end | end | ||
return p | return p |
Revision as of 00:52, 26 April 2023
Documentation for this module may be created at Module:Township/doc
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Shop = require('Module:Shop')
local GameData = require('Module:GameData')
local Constants = require('Module:Constants')
local p = {}
local Township = GameData.getSkillData('melvorD:Township')
p.Township = Township
-- Gets a Township building by ID, e.g. melvorF:Hunters_Cabin
function p._getBuildingByID(id)
-- Check for the special statue case
if id == 'melvorF:Statues' then
local building = Shared.clone(GameData.getEntityByID(Township.buildings, id))
building.name = 'Statue of Worship'
return building
else
return GameData.getEntityByID(Township.buildings, id)
end
end
-- Gets a Township building by name, e.g. Hunters Cabin
function p._getBuildingByName(name)
-- Check for the special statue case
if name == 'Statues' then
name = 'Statue of Worship'
end
local STATUE_OF = 'Statue of '
if string.sub(name, 1, string.len(STATUE_OF)) == STATUE_OF then
local building = Shared.clone(GameData.getEntityByID(Township.buildings, 'melvorF:Statues'))
building.name = name
return building
else
return GameData.getEntityByName(Township.buildings, name)
end
end
-- Gets a resource from id
function p._getResourceByID(id)
return GameData.getEntityByID(Township.resources, id)
end
-- Given a building, find the next building upgrade
function p._getBuildingUpgrade(building)
local function checkFunc(entity)
return entity.upgradesFrom ~= nil and entity.upgradesFrom == building.id
end
local upgradesTo = GameData.getEntities(Township.buildings, checkFunc)
if #upgradesTo > 0 then
return upgradesTo[1]
end
return nil
end
-- Given a building, find the building's downgrade
function p._getBuildingDowngrade(building)
if building.upgradesFrom ~= nil then
return p._getBuildingByID(building.upgradesFrom)
end
return nil
end
-- Given a building and biome ID, returns the cost of constructing the building
-- within that biome as a human readable text string. Returns nil if the building
-- cannot be built within that biome.
function p._getBuildingCostText(building, biomeID, delimiter)
-- Basic validation of inputs
if type(building) == 'table' and building.cost ~= nil and biomeID ~= nil then
local delim = delimiter
if delim == nil then
delim = ', '
end
for i, costDef in ipairs(building.cost) do
if costDef.biomeID == biomeID then
local resultPart = {}
for j, cost in ipairs(costDef.cost) do
local resData = p._getResourceByID(cost.id)
if resData ~= nil then
table.insert(resultPart, Icons.Icon({resData.name, type='resource', notext=true, nolink=true, qty=cost.quantity}))
end
end
return table.concat(resultPart, delim)
end
end
end
end
-- Given a building, groups biomes for which that building has a common cost
function p._getBuildingGroupedCosts(building)
local biomeGroups = {}
for i, biomeID in ipairs(building.biomes) do
local currentBiomeCost = p._getBuildingCostText(building, biomeID)
local found = false
for j, biomeGroup in ipairs(biomeGroups) do
if biomeGroup.cost == currentBiomeCost then
-- Another biome exists with this cost
table.insert(biomeGroup.biomeIDs, biomeID)
found = true
break
end
end
if not found then
table.insert(biomeGroups, { biomeIDs = { biomeID }, cost = currentBiomeCost})
end
end
return biomeGroups
end
-- Given a building, returns a text string repesenting the building costs for all biomes
function p._getBuildingGroupedCostText(building)
local resultPart = {}
local biomeGroups = p._getBuildingGroupedCosts(building)
if Shared.tableCount(biomeGroups) == 1 then
-- If only one entry then simply output the cost
table.insert(resultPart, biomeGroups[1].cost)
else
-- Otherwise, split by biome group
for i, biomeGroup in ipairs(biomeGroups) do
local biomeText = {}
for j, biomeID in ipairs(biomeGroup.biomeIDs) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name}))
end
table.insert(resultPart, table.concat(biomeText, ', ') .. ': ' .. biomeGroup.cost)
end
end
return table.concat(resultPart, '<br/>')
end
-- Given a building and biome ID, returns a string displaying the building's benefits,
-- or nil if no benefits
function p._getBuildingBenefitText(building, biomeID, includeModifiers, delimiter)
-- Basic validation of inputs
if type(building) == 'table' and building.provides ~= nil and biomeID ~= nil then
local delim = delimiter
if delim == nil then
delim = ', '
end
local includeMods = includeModifiers
if includeMods == nil then
includeMods = false
end
local providesData = nil
for i, provides in ipairs(building.provides) do
if provides.biomeID == biomeID then
providesData = provides
break
end
end
if providesData ~= nil then
local resultPart = {}
local stats = {
population = 'Population',
happiness = 'Happiness',
education = 'Education',
storage = 'Storage',
worship = 'Worship'
}
local resourceText = function(resName, resType, quantity)
local elemClass = (quantity < 0 and 'text-negative') or 'text-positive'
local resIcon = Icons.Icon({resName, type=resType, notext=true})
return resIcon .. ' <span class="' .. elemClass .. '">' .. Shared.numStrWithSign(quantity) .. '</span>'
end
-- Resources
if providesData.resources ~= nil then
for i, resource in ipairs(providesData.resources) do
local resData = p._getResourceByID(resource.id)
if resData ~= nil and resource.quantity ~= 0 then
table.insert(resultPart, resourceText(resData.name, 'resource', resource.quantity))
end
end
end
-- Other stats
for key, stat in pairs(stats) do
local quantity = providesData[key]
if quantity ~= nil and quantity ~= 0 then
table.insert(resultPart, resourceText(stat, 'township', quantity))
end
end
if not Shared.tableIsEmpty(resultPart) then
return table.concat(resultPart, delim)
end
end
end
end
-- Given a building, groups biomes for which that building has a common benefit/provides
function p._getBuildingGroupedBenefits(building, includeModifiers)
if includeModifiers == nil then
includeModifiers = true
end
local biomeGroups = {}
for i, biomeID in ipairs(building.biomes) do
local currentBiomeBenefit = p._getBuildingBenefitText(building, biomeID, includeModifiers)
local found = false
for j, biomeGroup in ipairs(biomeGroups) do
if biomeGroup.benefit == currentBiomeBenefit then
-- Another biome exists with this cost
table.insert(biomeGroup.biomeIDs, biomeID)
found = true
break
end
end
if not found then
table.insert(biomeGroups, { biomeIDs = { biomeID }, cost = currentBiomeBenefit})
end
end
return biomeGroups
end
-- Given a building, returns a text string repesenting the building benefits for all biomes
function p._getBuildingGroupedBenefitText(building, includeModifiers)
if includeModifiers == nil then
includeModifiers = true
end
local resultPart = {}
local biomeGroups = p._getBuildingGroupedBenefits(building, includeModifiers)
if Shared.tableCount(biomeGroups) == 1 then
-- If only one entry then simply output the cost
table.insert(resultPart, biomeGroups[1].cost)
else
-- Otherwise, split by biome group
for i, biomeGroup in ipairs(biomeGroups) do
local biomeText = {}
for j, biomeID in ipairs(biomeGroup.biomeIDs) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name}))
end
table.insert(resultPart, table.concat(biomeText, ', ') .. ': ' .. biomeGroup.cost)
end
end
return table.concat(resultPart, '<br/>')
end
-- Returns a sorted list of all Township buildings
function p._sortedBuildings(keepUnsorted)
local ku = true
if keepUnsorted ~= nil then
ku = keepUnsorted
end
return GameData.sortByOrderTable(Township.buildings, Township.buildingDisplayOrder, ku)
end
-- Gets the Township level and population requirements for a tier
-- Returns {population=X, level=X}
function p._getTierRequirements(tier)
return Township.populationForTier[tier]
end
-- Returns a string containing the Township level and population requirements for a tier
function p._getTierText(tier)
local tierData = p._getTierRequirements(tier)
if tierData ~= nil then
local tierText = Icons._SkillReq('Township', tierData.level, false)
if tierData.population > 0 then
tierText = tierText .. '<br/>' .. Icons.Icon({'Population', type='township', notext=true}) .. ' ' .. Shared.formatnum(tierData.population)
end
return tierText
end
end
-- Generates a table of all seasons, their type/requirements, and modifiers
function p.getSeasonTable(frame)
-- Manual data specifying the worship requirement for those rare seasons
local seasonReqs = {
["Nightfall"] = Icons.Icon({'Township%23Worship', 'Bane Worship', img='Statue of Bane', type='building'}),
["SolarEclipse"] = Icons.Icon({'Township%23Worship', 'The Herald Worship', img='Statue of The Herald', type='building'})
}
local seasons = Shared.shallowClone(Township.seasons)
table.sort(seasons, function(a, b) return a.order < b.order end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2" | Season\n!Type\n!Modifiers')
for i, season in ipairs(seasons) do
local ns, localSeasonID = Shared.getLocalID(season.id)
local reqs = seasonReqs[localSeasonID]
table.insert(resultPart, '\n|-')
table.insert(resultPart, '\n|class="table-img"| ' .. Icons.Icon({season.name, type='township', size=50, nolink=true, notext=true}))
table.insert(resultPart, '\n| ' .. Icons.Icon({season.name, type='township', nolink=true, noicon=true}))
table.insert(resultPart, '\n| ' .. (season.order <= 3 and 'Regular' or 'Rare'))
if reqs ~= nil then
table.insert(resultPart, '<br/>Requires ' .. reqs)
end
table.insert(resultPart, '\n| ' .. Constants.getModifiersText(season.modifiers))
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table listing all biomes and their associated requirements
function p.getBiomeTable(frame)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!rowspan="2" colspan="2"| Biome\n!colspan="2"| Requirements')
table.insert(resultPart, '\n|- class="headerRow-1"')
table.insert(resultPart, '\n! ' .. Icons.Icon({'Township', 'Level', type='skill', nolink=true}))
table.insert(resultPart, '\n! ' .. Icons.Icon({'Township%23Population', 'Population', img='Population', type='township'}))
for i, biome in ipairs(Township.biomes) do
local reqs = p._getTierRequirements(biome.tier)
table.insert(resultPart, '\n|-\n|class="table-img"| ' .. Icons.Icon({biome.name, type='biome', size=50, nolink=true, notext=true}))
table.insert(resultPart, '\n| ' .. biome.name)
table.insert(resultPart, '\n|style="text-align:right"| ' .. reqs.level)
table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. reqs.population .. '"| ' .. Shared.formatnum(reqs.population))
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table showing which buildings can be built in which biomes
-- Skips upgraded buildings
function p.getBuildingBiomeTable(frame)
-- Setup the table
local ret = {}
table.insert(ret, '{| class="wikitable sortable stickyHeader" style="text-align:center"')
table.insert(ret, '\n|- class="headerRow-0"')
table.insert(ret, '\n! Building')
-- Generate the table header, one column per biome
for _, biome in ipairs(Township.biomes) do
table.insert(ret, '\n! ' .. Icons.Icon({biome.name, type='biome', notext=true, nolink=true}) .. '<br/>' .. biome.name)
end
for _, _building in ipairs(p._sortedBuildings(false)) do
-- Fix melvorF:Statues
local building = p._getBuildingByID(_building.id)
-- Skip upgraded buildings
if p._getBuildingDowngrade(building) == nil then
-- Populate the biome habitability data
local buildingBiomes = {}
-- Set all valid biomes to true
for _, biomeid in ipairs(building.biomes) do
buildingBiomes[biomeid] = true
end
-- Build the row
table.insert(ret, '\n|-')
table.insert(ret, '\n!data-sort-value="' .. building.name .. '" style="text-align:left"| ' .. Icons.Icon({building.name, type='building'}))
for _, biome in ipairs(Township.biomes) do
if buildingBiomes[biome.id] then
-- Buildable
table.insert(ret, '\n|class="table-positive"| ✓')
else
-- Invalid biome
table.insert(ret, '\n|style="border:0px"|')
end
end
end
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Generates a table contaning each building plus their relevant information
function p.getBuildingTable(frame)
local resultPart = {}
-- Change structure of biomes data for ease of use later
local biomesByID = {}
for i, biome in ipairs(Township.biomes) do
biomesByID[biome.id] = biome
end
-- Generate table header
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2"|Building\n!Requirements\n!Type\n!Max Built')
table.insert(resultPart, '\n!Biomes\n!Cost\n!Provides')
local buildings = p._sortedBuildings(false)
for i, building in ipairs(buildings) do
-- Number of rows per building is dictated by number of biomes
local buildingName = (building.id == 'melvorF:Statues' and 'Statue of Worship') or building.name
local firstRow = true
local rowCount = Shared.tableCount(building.biomes)
local rowSpan = (rowCount > 1 and ' rowspan="' .. rowCount .. '"') or ''
local rowSpanOnly = (rowCount > 1 and '|' .. rowSpan) or ''
for j, biomeID in ipairs(building.biomes) do
local biome = biomesByID[biomeID]
if firstRow then
table.insert(resultPart, '\n|-')
table.insert(resultPart, '\n|class="table-img"' .. rowSpan .. '| ' .. Icons.Icon({buildingName, type='building', notext=true, size=50}))
table.insert(resultPart, '\n' .. rowSpanOnly .. '| ' .. Icons.getExpansionIcon(building.id) .. Icons.Icon({buildingName, type='building', noicon=true}))
table.insert(resultPart, '\n|' .. 'data-sort-value="' .. building.tier .. '"' .. rowSpan .. '| ' .. (p._getTierText(building.tier) or ''))
table.insert(resultPart, '\n' .. rowSpanOnly .. '| ' .. building.type)
table.insert(resultPart, '\n|style="text-align:right"' .. rowSpan .. '| ' .. building.maxUpgrades)
firstRow = false
else
table.insert(resultPart, '\n|-')
end
-- This section generates by biome rows
table.insert(resultPart, '\n| ' .. Icons.Icon({biome.name, type='biome', nolink=true}))
table.insert(resultPart, '\n| ' .. p._getBuildingCostText(building, biomeID))
local providesText = p._getBuildingBenefitText(building, biomeID)
if building.modifiers ~= nil then
local modText = Constants.getModifiersText(building.modifiers)
if providesText == nil then
providesText = modText
else
providesText = providesText .. '<br/>' .. modText
end
end
table.insert(resultPart, '\n| ' .. (providesText or ''))
end
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Builds the table of trader items
function p.getTraderTable(frame)
local resultPart = {}
-- Build table header
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\n|- class="headerRow-0"')
table.insert(resultPart, '\n!colspan="2"| Item\n!Description\n!style="min-width:60px"| Cost\n!Requirements')
for i, tsResource in ipairs(Township.itemConversions.fromTownship) do
local res = GameData.getEntityByID(Township.resources, tsResource.resourceID)
for j, tradeDef in ipairs(tsResource.items) do
local item = Items.getItemByID(tradeDef.itemID)
local itemDesc = item.customDescription
if itemDesc == nil then
if item.modifiers ~= nil then
itemDesc = Constants.getModifiersText(item.modifiers, false, true)
else
itemDesc = ''
end
end
local resQty = math.max(item.sellsFor, 2)
local costSort = i * 10000 + resQty
table.insert(resultPart, '\n|-\n| ' .. Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\n| ' .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '\n| ' .. itemDesc)
table.insert(resultPart, '\n|data-sort-value="' .. costSort ..'" style="text-align:right"| ' .. Icons.Icon({res.name, type='resource', qty=resQty, notext=true}))
table.insert(resultPart, '\n| ' .. Shop.getRequirementString(tradeDef.unlockRequirements))
end
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
-- Generates a table showing all the worship options
function p.getWorshipTable()
local function getCheckpointCell(checkpoint)
return '\n|-\n!' .. checkpoint .. '%<br/>' .. Shared.formatnum(checkpoint * Township.maxWorship / 100) .. '/' .. Shared.formatnum(Township.maxWorship)
end
local worships = GameData.getEntities(Township.worships, function(w) return not w.isHidden end)
local ret = {}
table.insert(ret, '{| class="wikitable stickyHeader"')
table.insert(ret, '\n!' .. Icons.Icon({'Worship', type='township', nolink=true}))
-- Names
for _, worship in ipairs(worships) do
table.insert(ret, '\n!' .. Icons.Icon({worship.name, type='monster', size=50}) .. Icons.Icon({'Statue of ' .. worship.name, type='building', size=50, notext=true}))
end
-- Requirements
table.insert(ret, '\n|-\n!Requirements')
for _, worship in ipairs(worships) do
local cellStyle = (Shared.tableIsEmpty(worship.unlockRequirements) and 'class="table-na"') or 'style="text-align:center"'
table.insert(ret, '\n|' .. cellStyle ..'| ' .. Shop.getRequirementString(worship.unlockRequirements))
end
-- Season multipliers
table.insert(ret, '\n|-\n!Bonus Seasons')
for _, worship in ipairs(worships) do
local bonusPart = {}
local cellStyle = 'style="text-align:center"'
if Shared.tableIsEmpty(worship.seasonMultiplier) then
bonusPart, cellStyle = {'None'}, 'class="table-na"'
end
for i, seasonMult in ipairs(worship.seasonMultiplier) do
local season = GameData.getEntityByID(Township.seasons, seasonMult.seasonID)
if season ~= nil then
table.insert(bonusPart, Icons.Icon({season.name, type='township', nolink=true}) .. ' (' .. seasonMult.multiplier .. 'x)')
end
end
table.insert(ret, '\n|' .. cellStyle .. '| ' .. table.concat(bonusPart, '<br/>'))
end
-- Base modifiers
table.insert(ret, getCheckpointCell(0))
for _, worship in ipairs(worships) do
table.insert(ret, '\n| ' .. Constants.getModifiersText(worship.modifiers))
end
-- Checkpoint modifiers
for i, checkpoint in ipairs(Township.worshipCheckpoints) do
table.insert(ret, getCheckpointCell(checkpoint))
for _, worship in ipairs(worships) do
table.insert(ret, '\n| ' .. Constants.getModifiersText(worship.checkpoints[i]))
end
end
-- Total sum
table.insert(ret, '\n|-\n!Total')
for _, worship in ipairs(worships) do
local modifiers = Shared.clone(worship.modifiers)
for _, checkpoint in ipairs(worship.checkpoints) do
for modifier, magnitude in pairs(checkpoint) do
local swappedModifier = string.sub(modifier, 1, string.len('increased')) == 'increased' and string.gsub(modifier, 'increased', 'decreased') or string.gsub(modifier, 'decreased', 'increased')
-- The modifier already exists, so we add the two modifiers together
if modifiers[modifier] ~= nil then
modifiers[modifier] = modifiers[modifier] + magnitude
-- The inverse modifier already exists, so we subtract the negative value of the new modifier
elseif modifiers[swappedModifier] ~= nil then
modifiers[swappedModifier] = modifiers[swappedModifier] - magnitude
-- The modifier does not exist, so create the modifier
else
modifiers[modifier] = magnitude
end
end
end
table.insert(ret, '\n|' .. Constants.getModifiersText(modifiers))
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Gets a building and prepares all the relevant stats for the building, presented as an infobox
function p.getBuildingInfoBox(frame)
local name = frame.args ~= nil and frame.args[1] or frame
local building = p._getBuildingByName(name)
if building == nil then
return Shared.printError('No building named "' .. name .. '" exists in the data module')
end
local ret = {}
-- Header
table.insert(ret, '{| class="wikitable infobox"')
-- Name
table.insert(ret, '\n|-\n! ' .. building.name)
-- Icon
table.insert(ret, '\n|-\n|style="text-align:center"| ' .. Icons.Icon({building.name, type='building', size='250', notext=true}))
-- ID
table.insert(ret, '\n|-\n| <b>Building ID:</b> ' .. building.id)
-- Type
table.insert(ret, '\n|-\n| <b>Type:</b> ' .. building.type)
-- Tier
local tier = p._getTierText(building.tier)
table.insert(ret, '\n|-\n| <b>Requirements:</b><br/>' .. tier)
-- Upgrades From
table.insert(ret, '\n|-\n| <b>Base Cost:</b>')
local upgradesFrom = p._getBuildingDowngrade(building)
if upgradesFrom ~= nil then
table.insert(ret, '<br/>' .. Icons.Icon({upgradesFrom.name, type='building'}))
end
-- Cost
--table.insert(ret, '<br/>' .. p._getBuildingGroupedCostText(building))
local function getGroupedText(building, groupFunc)
local biomeGroups = groupFunc(building)
if Shared.tableCount(biomeGroups) == 1 then
-- If only one entry then simply output the cost
return biomeGroups[1].cost
else
-- Otherwise, split by biome group
local resultPart = {}
table.insert(resultPart, '{| class="wikitable" style="text-align:center; margin: 0.25em 0 0 0"')
for i, biomeGroup in ipairs(biomeGroups) do
local biomeText = {}
for j, biomeID in ipairs(biomeGroup.biomeIDs) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(biomeText, Icons.Icon({biome.name, type='biome', notext=true, nolink=true, alt=biome.name}))
end
table.insert(resultPart, '\n|-\n| ' .. table.concat(biomeText, '<br/>'))
table.insert(resultPart, '\n| ' .. biomeGroup.cost)
end
table.insert(resultPart, '\n|}')
return table.concat(resultPart)
end
end
table.insert(ret, '\n' .. getGroupedText(building, p._getBuildingGroupedCosts))
-- Upgrades To
local upgradesTo = p._getBuildingUpgrade(building)
if upgradesTo ~= nil then
table.insert(ret, '\n|-\n| <b>Upgrades To:</b>')
table.insert(ret, '<br/>' .. Icons.Icon({upgradesTo.name, type='building'}))
table.insert(ret, '\n' .. getGroupedText(upgradesTo, p._getBuildingGroupedCosts))
end
-- Benefits
local benefits = p._getBuildingGroupedBenefitText(building)
if benefits ~= nil and benefits ~= '' then
table.insert(ret, '\n|-\n| <b>Provides:</b><br/>' .. benefits)
end
-- Biomes
table.insert(ret, '\n|-\n| <b>Biomes:</b>')
for _, biomeid in ipairs(building.biomes) do
local biome = GameData.getEntityByID(Township.biomes, biomeid)
table.insert(ret, '<br/>' .. Icons.Icon({biome.name, type='biome', nolink=true}))
end
-- End
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Returns an upgrade table of a building
function p.getBuildingUpgradeTable(frame)
local buildingname = frame.args ~= nil and frame.args[1] or frame
local building = p._getBuildingByName(buildingname)
if building == nil then
return Shared.printError('No building named "' .. buildingname .. '" exists in the data module')
end
-- Let's find the base building
local baseBuilding = building
while true do
local previousBuilding = p._getBuildingDowngrade(baseBuilding)
if previousBuilding ~= nil then
baseBuilding = previousBuilding
else
break
end
end
-- Let's make a list of all the buildings
-- Return empty string if there is only 1 building in the upgrade chain (i.e. no upgrades/downgrades)
local buildingList = {}
local _curBuilding = baseBuilding
while true do
table.insert(buildingList, _curBuilding)
_curBuilding = p._getBuildingUpgrade(_curBuilding)
if _curBuilding == nil then
break
end
end
if #buildingList == 1 then
return ''
end
local ret = {}
table.insert(ret, '\n== Upgrade Chart ==')
table.insert(ret, '\n{| class="wikitable" style="text-align:center"')
-- Name
table.insert(ret, '\n|-\n!colspan="2"| Name')
for _, building in ipairs(buildingList) do
table.insert(ret, '\n!' .. Icons.Icon({building.name, type='building'}))
end
-- Tier
table.insert(ret, '\n|-\n!colspan="2"| Requirements')
for _, building in ipairs(buildingList) do
table.insert(ret, '\n|' .. p._getTierText(building.tier))
end
-- Cost
local biomeCount = Shared.tableCount(baseBuilding.biomes)
table.insert(ret, '\n|-\n!rowspan="' .. biomeCount .. '"| Cost')
local firstBiome = true
for _, biomeID in ipairs(baseBuilding.biomes) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(ret, (firstBiome and '' or '\n|-') .. '\n! ' .. Icons.Icon({biome.name, type='biome', nolink=true}))
for _, building in ipairs(buildingList) do
local cost = p._getBuildingCostText(building, biomeID)
table.insert(ret, '\n| ' .. cost)
end
firstBiome = false
end
-- Benefits
local benefitText = {}
table.insert(benefitText, '\n|-\n!rowspan="' .. biomeCount .. '"| Benefits')
firstBiome = true
local hasText = false
for _, biomeID in ipairs(baseBuilding.biomes) do
local biome = GameData.getEntityByID(Township.biomes, biomeID)
table.insert(benefitText, (firstBiome and '' or '\n|-') .. '\n! ' .. Icons.Icon({biome.name, type='biome', nolink=true}))
for _, building in ipairs(buildingList) do
local benefit = p._getBuildingBenefitText(building, biomeID, true) or ''
if not hasText and benefit ~= '' then
hasText = true
end
table.insert(benefitText, '\n| ' .. benefit)
end
firstBiome = false
end
if hasText then
-- Only add benefits rows if the building has benefits to display
table.insert(ret, table.concat(benefitText))
end
-- End
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Returns a row containing a task given a title and a task table
function p._getTaskRow(title, task)
local ret = {}
-- If has description, we will need to rowspan the title by 2, and insert a description with colspan 2
local hasDescription = false
if task.description ~= nil then
hasDescription = true
end
local titlespan = hasDescription == true and 'rowspan="2"|' or ''
-- Title
table.insert(ret, '\n|-')
table.insert(ret, '\n!'..titlespan..title)
-- Description
if hasDescription then
table.insert(ret, '\n|colspan="2"|'..task.description)
table.insert(ret, '\n|-')
end
-- Requirements
table.insert(ret, '\n|')
local requirements = {}
for _, item in ipairs(task.goals.items) do
local itemname = GameData.getEntityByID('items', item.id).name
table.insert(requirements, Shared.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'}))
end
for _, monster in ipairs(task.goals.monsters) do
local monstername = GameData.getEntityByID('monsters', monster.id).name
table.insert(requirements, Shared.formatnum(monster.quantity)..' '..Icons.Icon({monstername, type='monster'}))
end
for _, skill in ipairs(task.goals.skillXP) do
local skillname = GameData.getSkillData(skill.id).name
table.insert(requirements, Shared.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP')
end
for _, building in ipairs(task.goals.buildings) do
local buildingname = p._GetBuildingByID(building.id).name
table.insert(requirements, Shared.formatnum(building.quantity)..' '..Icons.Icon({buildingname, type='building'}))
end
-- We don't check tasks.requirements (so far it's only used to enumerate the Tutorial tasks so you only see 1 at a time)
table.insert(ret, table.concat(requirements, '<br/>'))
-- Rewards
table.insert(ret, '\n|')
local rewards = {}
if task.rewards.gp ~= 0 then
table.insert(rewards, Icons.GP(task.rewards.gp))
end
if task.rewards.slayerCoins ~= 0 then
table.insert(rewards, Icons.SC(task.rewards.slayerCoins))
end
for _, item in ipairs(task.rewards.items) do
local itemname = GameData.getEntityByID('items', item.id).name
table.insert(rewards, Shared.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'}))
end
for _, skill in ipairs(task.rewards.skillXP) do
local skillname = GameData.getSkillData(skill.id).name
table.insert(rewards, Shared.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP')
end
for _, townshipResource in ipairs(task.rewards.townshipResources) do
local resourcename = p._getResourceByID(townshipResource.id).name
table.insert(rewards, Shared.formatnum(townshipResource.quantity)..' '..Icons.Icon({resourcename, type='resource'}))
end
table.insert(ret, table.concat(rewards, '<br/>'))
return table.concat(ret)
end
-- Returns all the tasks of a given category
-- TODO: Support casual tasks
function p.getTaskTable(frame)
local category = frame.args ~= nil and frame.args[1] or frame
local categoryData = GameData.getEntityByID(Township.taskCategories, category)
if categoryData == nil then
return Shared.printError('Invalid task category specified: ' .. (tostring(category) or 'nil'))
end
local categoryname = categoryData.name
local taskcount = 0
local ret = {}
table.insert(ret, '{| class="wikitable lighttable" style="text-align:left"')
table.insert(ret, '\n!Task')
table.insert(ret, '\n!Requirements')
table.insert(ret, '\n!Rewards')
for _, task in ipairs(Township.tasks) do
-- Filter out other categories
if task.category == category then
taskcount = taskcount + 1
local title = categoryname..' '..taskcount
table.insert(ret, p._getTaskRow(title, task))
end
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- Returns a table containing all the tasks that reference an item or monster
-- e.g. p.getTaskReferenceTable({'Chicken Coop', 'dungeon'})
-- name = item or monster name
-- type = 'item' or 'monster' or 'dungeon'
function p.getTaskReferenceTable(frame)
-- Returns a set containing all the desired IDs
local function GetReferenceIDs(referenceName, referenceType)
local IDs = {}
if referenceType == 'dungeon' then
-- We get the tasks associated with all monsters in the dungeon
local monsters = GameData.getEntityByName('dungeons', referenceName).monsterIDs
for _, monster in ipairs(monsters) do
IDs[monster] = true
end
end
if referenceType == 'item' then
IDs[GameData.getEntityByName('items', referenceName).id] = true
end
if referenceType == 'monster' then
IDs[GameData.getEntityByName('monsters', referenceName).id] = true
end
return IDs
end
-- For a task, returns where to search for the desired IDs, given the type
local function GetGetSearchTables(referenceType)
local function searchItems(task)
return {task.goals.items, task.rewards.items}
end
local function searchMonsters(task)
return {task.goals.monsters}
end
-- item -> searchItems; monster or dungeon -> searchMonsters
return referenceType == 'item' and searchItems or searchMonsters
end
local args = frame.args ~= nil and frame.args or frame
local referenceName = Shared.fixPagename(args[1])
local referenceType = args[2]
local referenceIDs = GetReferenceIDs(referenceName, referenceType)
-- GetSearchTables = function searchItems/Monsters(task)
local GetSearchTables = GetGetSearchTables(referenceType)
local function checkTask(task)
local function checkID(entry)
return referenceIDs[entry.id] ~= nil
end
for _, searchTable in ipairs(GetSearchTables(task)) do
-- Check to see if the table contains any of the IDs in referenceIDs
if searchTable[1] ~= nil then -- Make sure table is not empty
if #GameData.getEntities(searchTable, checkID) ~= 0 then -- Make sure we have at least 1 match
return true
end
end
end
return false
end
-- Find all tasks that contain the desired ids
local tasks = GameData.getEntities(Township.tasks, checkTask)
if #tasks == 0 then
return ''
end
-- Build the table
local ret = {}
table.insert(ret, '==Tasks==')
table.insert(ret, '\n{| class="wikitable" style="text-align:left"')
table.insert(ret, '\n!Task')
table.insert(ret, '\n!Requirements')
table.insert(ret, '\n!Rewards')
for _, task in ipairs(tasks) do
local categoryname = GameData.getEntityByID(Township.taskCategories, task.category).name
local title = '[[Township/Tasks#'..categoryname..'|'..categoryname..']]'
table.insert(ret, p._getTaskRow(title, task))
end
table.insert(ret, '\n|}')
return table.concat(ret)
end
-- TODO Temporary functions, these exist to enable renaming of functions
-- above without causing templates to break until they are migrated to these
-- newly-named functions
function p.GetWorshipTable()
return p.getWorshipTable()
end
function p.GetBuildingTable(frame)
return p.getBuildingInfoBox()
end
function p.GetBuildingUpgradeTable(frame)
return p.getBuildingUpgradeTable(frame)
end
function p.GetTaskTable(frame)
return p.getTaskTable(frame)
end
function p.GetTaskReferenceTable(frame)
return p.getTaskReferenceTable(frame)
end
return p