Module:Township: Difference between revisions

From Melvor Idle
(getTaskTable: Tables no longer collapsed by default, but can be collapsed by users)
m (Support strongholds in getTaskReferenceTable)
Line 989: Line 989:
-- We get the tasks associated with all monsters in the dungeon
-- We get the tasks associated with all monsters in the dungeon
local area = nil
local area = nil
local areaTypes = {'dungeons', 'abyssDepths'}
local areaTypes = {'dungeons', 'abyssDepths', 'strongholds'}
for _, areaType in ipairs(areaTypes) do
for _, areaType in ipairs(areaTypes) do
area = GameData.getEntityByName(areaType, referenceName)
area = GameData.getEntityByName(areaType, referenceName)

Revision as of 21:13, 7 August 2024

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 Monsters = require('Module:Monsters')
local Shop = require('Module:Shop')
local GameData = require('Module:GameData')
local Modifiers = require('Module:Modifiers')
local Num = require('Module:Number')

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',
 				fortification = 'Fortification'
			}
			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 .. '&nbsp;<span class="' .. elemClass .. '">' .. Num.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

			-- Modifiers
			if includeMods and building.modifiers ~= nil then
				table.insert(resultPart, Modifiers.getModifiersText(building.modifiers))
			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 or abyssalLevel, population and fortification requirements for a tier
-- Returns {population=X, level=X} for non-abyssal tiers
-- Returns {population=X, abyssalLevel=X, fortification=X} for abyssal tiers
function p._getTierRequirements(tier, abyssalTier)
	local tierData = Township.populationForTier[tier]
	if abyssalTier ~= nil then
		local abyssalTierData = Shared.clone(Township.abyssalTierRequirements[abyssalTier + 1])
		abyssalTierData.population = tierData.population
		return abyssalTierData
	else
		return tierData
	end
end

-- Returns a string containing the Township level and population requirements for a tier
function p._getTierText(tier, abyssalTier)
	local realmID = (abyssalTier ~= nil and 'melvorItA:Abyssal' or 'melvorD:Melvor')
	local tierData = p._getTierRequirements(tier, abyssalTier)
	if tierData ~= nil then
		local tierText = Icons._SkillReq('Township', tierData.abyssalLevel or tierData.level, false, realmID)
		if tierData.population ~= nil and tierData.population > 0 then
			tierText = tierText .. '<br/>' .. Icons.Icon({'Population', type='township', notext=true}) .. '&nbsp;' .. Num.formatnum(tierData.population)
		end
		if tierData.fortification ~= nil and tierData.fortification > 0 then
			tierText = tierText .. '<br/>' .. Icons.Icon({'Fortification', type='township', notext=true}) .. '&nbsp;' .. Num.formatnum(tierData.fortification) .. '%'
		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'}),
		["Lemon"] = Icons.Icon({'Ancient_Relics', 'Ancient Relics', img='Ancient Relics'}),
		["EternalDarkness"] = Icons.Icon({'Township%23Worship', 'Xon Worship', img='Statue of Xon', 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| ' .. Modifiers.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="3"| 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', 'Population', img='Population', type='township', section='Population' }))
	table.insert(resultPart, '\n! ' .. Icons.Icon({'Township', 'Forification', img='Fortification', type='township', section='Fortification' }))

	for i, biome in ipairs(Township.biomes) do
		local reqs = p._getTierRequirements(biome.tier, biome.abyssalTier)
		local fortification = reqs.fortification or 0
		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.abyssalLevel or reqs.level))
		table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. reqs.population .. '"| ' .. Num.formatnum(reqs.population))
		table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. fortification .. '"| ' .. Num.formatnum(fortification))
	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)
	local tbl = mw.html.create('table')
		:addClass('wikitable sortable stickyHeader')
		:css('text-align', 'center')

	local header =	mw.html.create('tr'):addClass('headerRow-0')
	local level =	mw.html.create('tr'):addClass('sorttop')
	local pop = 	mw.html.create('tr'):addClass('sorttop')
	local fort = 	mw.html.create('tr'):addClass('sorttop')

	header:tag('th')
		:css('z-index', '2')
		:wikitext('Building')
	level:tag('th')
		:wikitext(Icons.Icon({'Township', 'Level', type='skill', nolink=true}))
	pop:tag('th')
		:wikitext(Icons.Icon({'Township', 'Population', img='Population', type='township', section='Population' }))
	fort:tag('th')
		:wikitext(Icons.Icon({'Township', 'Fortification', img='Fortification', type='township', section='Fortification' }))
	
	for _, biome in ipairs(Township.biomes) do
		local reqs = p._getTierRequirements(biome.tier, biome.abyssalTier)
		header:tag('th')
			:wikitext(Icons.Icon({biome.name, type='biome', notext=true, nolink=true}).. '<br/>' .. biome.name)
		level:tag('td')
			:wikitext(Num.formatnum((reqs.abyssalLevel or reqs.level)))
		pop:tag('td')
			:wikitext(Num.formatnum(reqs.population))
		fort:tag('td')
			:wikitext(Num.formatnum((reqs.fortification or 0)))
	end
	
	tbl:node(header)
	tbl:node(level)
	tbl:node(pop)
	tbl:node(fort)

	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

			local trow = tbl:tag('tr')
			trow:tag('th')
				:css('text-align', 'left')
				:attr('data-sort-value', building.name)
				:wikitext(Icons.Icon({building.name, type='building'}))

			for _, biome in ipairs(Township.biomes) do
				if buildingBiomes[biome.id] then
					trow:tag('td')
						:addClass('table-positive')
						:wikitext('✓')
				else
					trow:tag('td')
				end
			end
		end
	end

	return tostring(tbl)
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!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, building.abyssalTier) or ''))
				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 = Modifiers.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 = Modifiers.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.getExpansionIcon(item.id) .. 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/>' .. Num.formatnum(checkpoint * Township.maxWorship / 100) .. '/' .. Num.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| ' .. Modifiers.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| ' .. Modifiers.getModifiersText(worship.checkpoints[i]))
		end
	end

	-- Total sum
	-- TODO Needs fixing, no function currently for aggregating modifiers
	--[==[ 
	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|' .. Modifiers.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! ' .. Icons.getExpansionIcon(building.id) .. 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)
	-- Tier
	local tier = p._getTierText(building.tier, building.abyssalTier)
	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

	-- Maximum built
	local biomeCount = Shared.tableCount(building.biomes)
	local maxText = Num.formatnum(building.maxUpgrades)
	if biomeCount > 1 then
		maxText = maxText .. ' per biome, ' .. Num.formatnum(biomeCount * building.maxUpgrades) .. ' total'
	end
	table.insert(ret, '\n|-\n| <b>Maximum Built:</b><br/>' .. maxText)
	
	-- 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.getExpansionIcon(building.id) .. 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, building.abyssalTier))
	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, isDailyTask)
	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|')
	-- Determines order of requirements output
	local reqOrder = {
		["items"] = 10,
		["monsters"] = 20,
		["monsterWithItems"] = 30,
		["skillXP"] = 40,
		["buildings"] = 50,
		["numPOIs"] = 60,
		["numRefinements"] = 70
	}
	local reqTextPart = {}

	local function getItemText(itemID)
		local item = Items.getItemByID(itemID)
		if item == nil then
			return Shared.printError('Unknown item: ' .. (itemID or 'nil'))
		else
			return Icons.Icon({item.name, type='item'})
		end
	end
	local function getMonsterText(monsterID)
		local monster = Monsters.getMonsterByID(monsterID)
		if monster == nil then
			return Shared.printError('Unknown monster: ' .. (monsterID or 'nil'))
		else
			return Icons.Icon({Monsters.getMonsterName(monster), type='monster'})
		end
	end

	for goalType, goalData in pairs(task.goals) do
		local typeOrder = reqOrder[goalType] or 0
		local goalText = nil
		if type(goalData) == 'table' then
			-- Goal data is a table
			for goalIdx, goalObj in ipairs(goalData) do
				if goalType == 'items' then
					goalText = Num.formatnum(goalObj.quantity) .. ' ' .. getItemText(goalObj.id)
				elseif goalType == 'monsters' then
					goalText = Num.formatnum(goalObj.quantity) .. ' ' .. getMonsterText(goalObj.id)
				elseif goalType == 'monsterWithItems' then
					local itemsText = {}
					for i, itemID in ipairs(goalObj.itemIDs) do
						table.insert(itemsText, getItemText(itemID))
					end
					goalText = Num.formatnum(goalObj.quantity) .. ' ' .. getMonsterText(goalObj.monsterID) .. ' with ' .. table.concat(itemsText, ', ') .. ' equipped'
				elseif goalType == 'skillXP' then
					local skillName = GameData.getSkillData(goalObj.id).name
					goalText = Num.formatnum(goalObj.quantity) .. ' ' .. Icons.Icon({skillName, type='skill'}) .. ' XP'
				elseif goalType == 'buildings' then
					local buildingName = p._GetBuildingByID(goalObj.id).name
					goalText = Num.formatnum(goalObj.quantity) .. ' ' .. Icons.Icon({buildingName, type='building'})
				elseif goalType == 'numPOIs' then
					local mapName = GameData.getEntityByID(GameData.skillData.Cartography.worldMaps, goalObj.worldMapID).name
					goalText = 'Discover ' .. Num.formatnum(goalObj.quantity) .. ' Points of Interest in ' .. Icons.Icon({'Cartography', type='skill'}) .. ' world map of ' .. mapName
				else
					goalText = Shared.printError('Unknown goal type: ' .. (goalType or 'nil'))
				end
				table.insert(reqTextPart, {
					["goalOrder"] = typeOrder,
					["subOrder"] = goalIdx,
					["text"] = goalText
				})
			end
		else
			-- Goal data is another value of some type
			if goalType == 'numRefinements' then
				goalText = 'Refine dig site maps in ' .. Icons.Icon({'Cartography', type='skill'}) .. ' ' .. Num.formatnum(goalData) .. ' times'
			else
				goalText = Shared.printError('Unknown goal type: ' .. (goalType or 'nil'))
			end
			table.insert(reqTextPart, {
				["goalOrder"] = typeOrder,
				["subOrder"] = 0,
				["text"] = goalText
			})
		end
	end

	table.sort(reqTextPart,
		function(a, b)
			if a.goalOrder == b.goalOrder then
				return a.subOrder < b.subOrder
			else
				return a.goalOrder < b.goalOrder
			end
		end
	)

	local requirements = {}
	for i, req in ipairs(reqTextPart) do
		table.insert(requirements, req.text)
	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 = {}
	local rewardsVariableQty = {}
	if task.rewards.currencies ~= nil then
		for _, currReward in ipairs(task.rewards.currencies) do
			if isDailyTask and currReward.id ~= 'melvorD:GP' then
				table.insert(rewardsVariableQty, Icons._Currency(currReward.id))
			elseif not isDailyTask then
				table.insert(rewards, Icons._Currency(currReward.id, currReward.quantity))
			end
		end
	end
	for _, item in ipairs(task.rewards.items) do
		local itemname = GameData.getEntityByID('items', item.id).name
		table.insert(rewards, Num.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'}))
	end
	for _, skill in ipairs(task.rewards.skillXP) do
		if not (isDailyTask and skill.id == 'melvorD:Township') then
			local skillname = GameData.getSkillData(skill.id).name
			table.insert(rewards, Num.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP')
		end
	end
	for _, townshipResource in ipairs(task.rewards.townshipResources) do
		local resourcename = p._getResourceByID(townshipResource.id).name
		table.insert(rewards, Num.formatnum(townshipResource.quantity)..' '..Icons.Icon({resourcename, type='resource'}))
	end
	if not Shared.tableIsEmpty(rewardsVariableQty) then
		table.insert(ret, '[[Township#Casual Tasks|Variable]] ' .. table.concat(rewardsVariableQty, ', ') .. '<br/>')
	end
	table.insert(ret, table.concat(rewards, '<br/>'))

	-- Unlock requirements, daily task specific
	if isDailyTask then
		table.insert(ret, '\n|' .. Shop.getRequirementString(task.requirements))
	end
	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.getEntityByName(Township.taskCategories, category)
	local taskData, categoryName, isDailyTask = nil, nil, false
	if category == 'Daily' then
		isDailyTask = true
		taskData = Township.casualTasks
		categoryName = 'Casual'
	elseif categoryData ~= nil then
		taskData = Township.tasks
		categoryName = categoryData.name
	else
		return Shared.printError('Invalid task category specified: ' .. (tostring(category) or 'nil'))
	end

	local taskcount = 0
	local ret = {}
	table.insert(ret, '{| class="wikitable lighttable stickyHeader mw-collapsible" style="text-align:left"')
	table.insert(ret, '\n|- class="headerRow-0"')
	table.insert(ret, '\n!Task')
	table.insert(ret, '\n!Requirements')
	table.insert(ret, '\n!Rewards')
	if isDailyTask then
		table.insert(ret, '<br/>(In addition to [[Township#Casual Tasks|Variable]] ' .. Icons._Currency('melvorD:GP') .. ' & ' .. Icons.Icon({'Township', type='skill', notext=true}) .. ' XP)')
	end
	if isDailyTask then
		table.insert(ret, '\n!Unlock Requirements')
	end
	
	for _, task in ipairs(taskData) do
		-- Filter out other categories
		local categoryID, categoryNS, categoryLocalID = '', '', ''
		if categoryData ~= nil then
			categoryID = categoryData.id
			categoryNS, categoryLocalID = Shared.getLocalID(categoryID)
		end
		if isDailyTask or task.category == categoryID or task.category == categoryLocalID then
			taskcount = taskcount + 1
			local title = categoryName .. ' ' .. taskcount
			table.insert(ret, p._getTaskRow(title, task, isDailyTask))
		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 area = nil
			local areaTypes = {'dungeons', 'abyssDepths', 'strongholds'}
			for _, areaType in ipairs(areaTypes) do
				area = GameData.getEntityByName(areaType, referenceName)
				if area ~= nil then
					break
				end
			end
			local monsters = area.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[Monsters.getMonster(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 pairs(GetSearchTables(task)) do -- ipairs won't work if first table is nil
			-- 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
		-- Some categories have a local ID, resolve this before looking up the task category
		local taskNS, taskLocalID = Shared.getLocalID(task.id)
		local catID = Shared.getNamespacedID(taskNS,  task.category)
		local categoryname = GameData.getEntityByID(Township.taskCategories, catID).name
		local title = '[[Township/Tasks#'..categoryname..'|'..categoryname..']]'
		table.insert(ret, p._getTaskRow(title, task, false))
	end
	table.insert(ret, '\n|}')
	return table.concat(ret)
end

return p