Module:Township: Difference between revisions
From Melvor Idle
(_getTaskRow: Support new AoD requirements, add exception reporting for unrecognized requirements) |
(Add Soul Storage into list of building modifiers to check for; Removed getSeasonTable (this is now a manual table); Reduced icon size from 50px to 25px) |
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(16 intermediate revisions by 4 users not shown) | |||
Line 5: | Line 5: | ||
local Shop = require('Module:Shop') | local Shop = require('Module:Shop') | ||
local GameData = require('Module:GameData') | local GameData = require('Module:GameData') | ||
local | local Modifiers = require('Module:Modifiers') | ||
local Num = require('Module:Number') | |||
local p = {} | local p = {} | ||
Line 161: | Line 162: | ||
education = 'Education', | education = 'Education', | ||
storage = 'Storage', | storage = 'Storage', | ||
worship = 'Worship' | soulStorage = 'Soul Storage', | ||
worship = 'Worship', | |||
fortification = 'Fortification' | |||
} | } | ||
local resourceText = function(resName, resType, quantity) | local resourceText = function(resName, resType, quantity) | ||
local elemClass = (quantity < 0 and 'text-negative') or 'text-positive' | local elemClass = (quantity < 0 and 'text-negative') or 'text-positive' | ||
local resIcon = Icons.Icon({resName, type=resType, notext=true}) | local resIcon = Icons.Icon({resName, type=resType, notext=true}) | ||
return resIcon .. ' <span class="' .. elemClass .. '">' .. | return resIcon .. ' <span class="' .. elemClass .. '">' .. Num.numStrWithSign(quantity) .. '</span>' | ||
end | end | ||
Line 189: | Line 192: | ||
-- Modifiers | -- Modifiers | ||
if includeMods and building.modifiers ~= nil then | if includeMods and building.modifiers ~= nil then | ||
table.insert(resultPart, | table.insert(resultPart, Modifiers.getModifiersText(building.modifiers)) | ||
end | end | ||
Line 256: | Line 259: | ||
end | end | ||
-- Gets the Township level and | -- Gets the Township level or abyssalLevel, population and fortification requirements for a tier | ||
-- Returns {population=X, level=X} | -- Returns {population=X, level=X} for non-abyssal tiers | ||
function p._getTierRequirements(tier) | -- 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 | end | ||
-- Returns a string containing the Township level and population requirements for a tier | -- Returns a string containing the Township level and population requirements for a tier | ||
function p._getTierText(tier) | function p._getTierText(tier, abyssalTier) | ||
local tierData = p._getTierRequirements(tier) | local realmID = (abyssalTier ~= nil and 'melvorItA:Abyssal' or 'melvorD:Melvor') | ||
local tierData = p._getTierRequirements(tier, abyssalTier) | |||
if tierData ~= nil then | if tierData ~= nil then | ||
local tierText = Icons._SkillReq('Township', tierData.level, false) | local tierText = Icons._SkillReq('Township', tierData.abyssalLevel or tierData.level, false, realmID) | ||
if tierData.population > 0 then | if tierData.population ~= nil and tierData.population > 0 then | ||
tierText = tierText .. '<br/>' .. Icons.Icon({'Population', type='township', notext=true}) .. ' ' .. | tierText = tierText .. '<br/>' .. Icons.Icon({'Population', type='township', notext=true}) .. ' ' .. Num.formatnum(tierData.population) | ||
end | |||
if tierData.fortification ~= nil and tierData.fortification > 0 then | |||
tierText = tierText .. '<br/>' .. Icons.Icon({'Fortification', type='township', notext=true}) .. ' ' .. Num.formatnum(tierData.fortification) .. '%' | |||
end | end | ||
return tierText | return tierText | ||
Line 274: | Line 289: | ||
end | end | ||
function p.getBuildings(checkFunc) | |||
function p. | local result = {} | ||
for i, building in pairs(p.Township.buildings) do | |||
local | if checkFunc(building) then | ||
table.insert(result, building) | |||
end | |||
end | |||
return result | |||
end | |||
function p.getSeasons(checkFunc) | |||
local result = {} | |||
for i, season in pairs(p.Township.seasons) do | |||
local | if checkFunc(season) then | ||
table.insert(result, season) | |||
end | |||
end | |||
return result | |||
end | |||
function p.getWorships(checkFunc) | |||
local result = {} | |||
for i, worship in pairs(p.Township.worships) do | |||
if checkFunc(worship) then | |||
table.insert(result, worship) | |||
table.insert( | |||
end | end | ||
end | end | ||
return result | |||
return | |||
end | end | ||
Line 318: | Line 324: | ||
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"') | table.insert(resultPart, '{| class="wikitable sortable stickyHeader"') | ||
table.insert(resultPart, '\n|- class="headerRow-0"') | table.insert(resultPart, '\n|- class="headerRow-0"') | ||
table.insert(resultPart, '\n!rowspan="2" colspan="2"| Biome\n!colspan=" | table.insert(resultPart, '\n!rowspan="2" colspan="2"| Biome\n!colspan="3"| Requirements') | ||
table.insert(resultPart, '\n|- class="headerRow-1"') | 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', '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', '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 | for i, biome in ipairs(Township.biomes) do | ||
local reqs = p._getTierRequirements(biome.tier) | local reqs = p._getTierRequirements(biome.tier, biome.abyssalTier) | ||
table.insert(resultPart, '\n|-\n|class="table-img"| ' .. Icons.Icon({biome.name, type='biome' | local fortification = reqs.fortification or 0 | ||
table.insert(resultPart, '\n|-\n|class="table-img"| ' .. Icons.Icon({biome.name, type='biome', nolink=true, notext=true})) | |||
table.insert(resultPart, '\n| ' .. biome.name) | table.insert(resultPart, '\n| ' .. biome.name) | ||
table.insert(resultPart, '\n|style="text-align:right"| ' .. reqs.level) | 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 .. '"| ' .. | 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 | end | ||
table.insert(resultPart, '\n|}') | table.insert(resultPart, '\n|}') | ||
Line 338: | Line 347: | ||
-- Skips upgraded buildings | -- Skips upgraded buildings | ||
function p.getBuildingBiomeTable(frame) | function p.getBuildingBiomeTable(frame) | ||
-- | local tbl = mw.html.create('table') | ||
local | :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 | for _, biome in ipairs(Township.biomes) do | ||
local reqs = p._getTierRequirements(biome.tier) | 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 | end | ||
tbl:node(header) | |||
tbl:node(level) | |||
tbl:node(pop) | |||
tbl:node(fort) | |||
for _, _building in ipairs(p._sortedBuildings(false)) do | for _, _building in ipairs(p._sortedBuildings(false)) do | ||
Line 371: | Line 395: | ||
end | 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 | for _, biome in ipairs(Township.biomes) do | ||
if buildingBiomes[biome.id] then | if buildingBiomes[biome.id] then | ||
trow:tag('td') | |||
:addClass('table-positive') | |||
:wikitext('✓') | |||
else | else | ||
trow:tag('td') | |||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
return | return tostring(tbl) | ||
end | end | ||
Line 419: | Line 445: | ||
if firstRow then | if firstRow then | ||
table.insert(resultPart, '\n|-') | table.insert(resultPart, '\n|-') | ||
table.insert(resultPart, '\n|class="table-img"' .. rowSpan .. '| ' .. Icons.Icon({buildingName, type='building', notext=true | table.insert(resultPart, '\n|class="table-img"' .. rowSpan .. '| ' .. Icons.Icon({buildingName, type='building', notext=true})) | ||
table.insert(resultPart, '\n' .. rowSpanOnly .. '| ' .. Icons.getExpansionIcon(building.id) .. Icons.Icon({buildingName, type='building', noicon=true})) | 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|' .. 'data-sort-value="' .. building.tier .. '"' .. rowSpan .. '| ' .. (p._getTierText(building.tier, building.abyssalTier) or '')) | ||
table.insert(resultPart, '\n|style="text-align:right"' .. rowSpan .. '| ' .. building.maxUpgrades) | table.insert(resultPart, '\n|style="text-align:right"' .. rowSpan .. '| ' .. building.maxUpgrades) | ||
firstRow = false | firstRow = false | ||
Line 432: | Line 458: | ||
local providesText = p._getBuildingBenefitText(building, biomeID) | local providesText = p._getBuildingBenefitText(building, biomeID) | ||
if building.modifiers ~= nil then | if building.modifiers ~= nil then | ||
local modText = | local modText = Modifiers.getModifiersText(building.modifiers) | ||
if providesText == nil then | if providesText == nil then | ||
providesText = modText | providesText = modText | ||
Line 463: | Line 489: | ||
if itemDesc == nil then | if itemDesc == nil then | ||
if item.modifiers ~= nil then | if item.modifiers ~= nil then | ||
itemDesc = | itemDesc = Modifiers.getModifiersText(item.modifiers, false, true) | ||
else | else | ||
itemDesc = '' | itemDesc = '' | ||
Line 471: | Line 497: | ||
local costSort = i * 10000 + resQty | local costSort = i * 10000 + resQty | ||
table.insert(resultPart, '\n|-\n| ' .. Icons.Icon({item.name, type='item' | table.insert(resultPart, '\n|-\n| ' .. Icons.Icon({item.name, type='item', notext=true})) | ||
table.insert(resultPart, '\n| ' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=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| ' .. itemDesc) | ||
Line 486: | Line 512: | ||
function p.getWorshipTable() | function p.getWorshipTable() | ||
local function getCheckpointCell(checkpoint) | local function getCheckpointCell(checkpoint) | ||
return '\n|-\n!' .. checkpoint .. '%<br/>' .. | return '\n|-\n!' .. checkpoint .. '%<br/>' .. Num.formatnum(checkpoint * Township.maxWorship / 100) .. '/' .. Num.formatnum(Township.maxWorship) | ||
end | end | ||
Line 526: | Line 552: | ||
table.insert(ret, getCheckpointCell(0)) | table.insert(ret, getCheckpointCell(0)) | ||
for _, worship in ipairs(worships) do | for _, worship in ipairs(worships) do | ||
table.insert(ret, '\n| ' .. | table.insert(ret, '\n| ' .. Modifiers.getModifiersText(worship.modifiers)) | ||
end | end | ||
Line 533: | Line 559: | ||
table.insert(ret, getCheckpointCell(checkpoint)) | table.insert(ret, getCheckpointCell(checkpoint)) | ||
for _, worship in ipairs(worships) do | for _, worship in ipairs(worships) do | ||
table.insert(ret, '\n| ' .. | table.insert(ret, '\n| ' .. Modifiers.getModifiersText(worship.checkpoints[i])) | ||
end | end | ||
end | end | ||
-- Total sum | -- Total sum | ||
-- TODO Needs fixing, no function currently for aggregating modifiers | |||
--[==[ | |||
table.insert(ret, '\n|-\n!Total') | table.insert(ret, '\n|-\n!Total') | ||
for _, worship in ipairs(worships) do | for _, worship in ipairs(worships) do | ||
Line 556: | Line 584: | ||
end | end | ||
end | end | ||
table.insert(ret, '\n|' .. | table.insert(ret, '\n|' .. Modifiers.getModifiersText(modifiers)) | ||
end | end | ||
--]==] | |||
table.insert(ret, '\n|}') | table.insert(ret, '\n|}') | ||
Line 581: | Line 610: | ||
table.insert(ret, '\n|-\n| <b>Building ID:</b> ' .. building.id) | table.insert(ret, '\n|-\n| <b>Building ID:</b> ' .. building.id) | ||
-- Tier | -- Tier | ||
local tier = p._getTierText(building.tier) | local tier = p._getTierText(building.tier, building.abyssalTier) | ||
table.insert(ret, '\n|-\n| <b>Requirements:</b><br/>' .. tier) | table.insert(ret, '\n|-\n| <b>Requirements:</b><br/>' .. tier) | ||
Line 627: | Line 656: | ||
-- Maximum built | -- Maximum built | ||
local biomeCount = Shared.tableCount(building.biomes) | local biomeCount = Shared.tableCount(building.biomes) | ||
local maxText = | local maxText = Num.formatnum(building.maxUpgrades) | ||
if biomeCount > 1 then | if biomeCount > 1 then | ||
maxText = maxText .. ' per biome, ' .. | maxText = maxText .. ' per biome, ' .. Num.formatnum(biomeCount * building.maxUpgrades) .. ' total' | ||
end | end | ||
table.insert(ret, '\n|-\n| <b>Maximum Built:</b><br/>' .. maxText) | table.insert(ret, '\n|-\n| <b>Maximum Built:</b><br/>' .. maxText) | ||
Line 698: | Line 727: | ||
table.insert(ret, '\n|-\n!colspan="2"| Requirements') | 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, '\n|' .. p._getTierText(building.tier, building.abyssalTier)) | ||
end | end | ||
Line 800: | Line 829: | ||
for goalIdx, goalObj in ipairs(goalData) do | for goalIdx, goalObj in ipairs(goalData) do | ||
if goalType == 'items' then | if goalType == 'items' then | ||
goalText = | goalText = Num.formatnum(goalObj.quantity) .. ' ' .. getItemText(goalObj.id) | ||
elseif goalType == 'monsters' then | elseif goalType == 'monsters' then | ||
goalText = | goalText = Num.formatnum(goalObj.quantity) .. ' ' .. getMonsterText(goalObj.id) | ||
elseif goalType == 'monsterWithItems' then | elseif goalType == 'monsterWithItems' then | ||
local itemsText = {} | local itemsText = {} | ||
Line 808: | Line 837: | ||
table.insert(itemsText, getItemText(itemID)) | table.insert(itemsText, getItemText(itemID)) | ||
end | end | ||
goalText = | goalText = Num.formatnum(goalObj.quantity) .. ' ' .. getMonsterText(goalObj.monsterID) .. ' with ' .. table.concat(itemsText, ', ') .. ' equipped' | ||
elseif goalType == 'skillXP' then | elseif goalType == 'skillXP' then | ||
local skillName = GameData.getSkillData(goalObj.id).name | local skillName = GameData.getSkillData(goalObj.id).name | ||
goalText = | goalText = Num.formatnum(goalObj.quantity) .. ' ' .. Icons.Icon({skillName, type='skill'}) .. ' XP' | ||
elseif goalType == 'buildings' then | elseif goalType == 'buildings' then | ||
local buildingName = p._GetBuildingByID(goalObj.id).name | local buildingName = p._GetBuildingByID(goalObj.id).name | ||
goalText = | goalText = Num.formatnum(goalObj.quantity) .. ' ' .. Icons.Icon({buildingName, type='building'}) | ||
elseif goalType == 'numPOIs' then | elseif goalType == 'numPOIs' then | ||
local mapName = GameData.getEntityByID(GameData.skillData.Cartography.worldMaps, goalObj.worldMapID).name | local mapName = GameData.getEntityByID(GameData.skillData.Cartography.worldMaps, goalObj.worldMapID).name | ||
goalText = 'Discover ' .. | goalText = 'Discover ' .. Num.formatnum(goalObj.quantity) .. ' Points of Interest in ' .. Icons.Icon({'Cartography', type='skill'}) .. ' world map of ' .. mapName | ||
else | else | ||
goalText = Shared.printError('Unknown goal type: ' .. (goalType or 'nil')) | goalText = Shared.printError('Unknown goal type: ' .. (goalType or 'nil')) | ||
Line 830: | Line 859: | ||
-- Goal data is another value of some type | -- Goal data is another value of some type | ||
if goalType == 'numRefinements' then | if goalType == 'numRefinements' then | ||
goalText = 'Refine dig site maps in ' .. Icons.Icon({'Cartography', type='skill'}) .. ' ' .. | goalText = 'Refine dig site maps in ' .. Icons.Icon({'Cartography', type='skill'}) .. ' ' .. Num.formatnum(goalData) .. ' times' | ||
else | else | ||
goalText = Shared.printError('Unknown goal type: ' .. (goalType or 'nil')) | goalText = Shared.printError('Unknown goal type: ' .. (goalType or 'nil')) | ||
Line 862: | Line 891: | ||
local rewards = {} | local rewards = {} | ||
local rewardsVariableQty = {} | local rewardsVariableQty = {} | ||
if task.rewards. | 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 | ||
end | end | ||
for _, item in ipairs(task.rewards.items) do | for _, item in ipairs(task.rewards.items) do | ||
local itemname = GameData.getEntityByID('items', item.id).name | local itemname = GameData.getEntityByID('items', item.id).name | ||
table.insert(rewards, | table.insert(rewards, Num.formatnum(item.quantity)..' '..Icons.Icon({itemname, type='item'})) | ||
end | end | ||
for _, skill in ipairs(task.rewards.skillXP) do | for _, skill in ipairs(task.rewards.skillXP) do | ||
if not (isDailyTask and skill.id == 'melvorD:Township') then | if not (isDailyTask and skill.id == 'melvorD:Township') then | ||
local skillname = GameData.getSkillData(skill.id).name | local skillname = GameData.getSkillData(skill.id).name | ||
table.insert(rewards, | table.insert(rewards, Num.formatnum(skill.quantity)..' '..Icons.Icon({skillname, type='skill'})..' XP') | ||
end | end | ||
end | end | ||
for _, townshipResource in ipairs(task.rewards.townshipResources) do | for _, townshipResource in ipairs(task.rewards.townshipResources) do | ||
local resourcename = p._getResourceByID(townshipResource.id).name | local resourcename = p._getResourceByID(townshipResource.id).name | ||
table.insert(rewards, | table.insert(rewards, Num.formatnum(townshipResource.quantity)..' '..Icons.Icon({resourcename, type='resource'})) | ||
end | end | ||
if not Shared.tableIsEmpty(rewardsVariableQty) then | if not Shared.tableIsEmpty(rewardsVariableQty) then | ||
Line 902: | Line 930: | ||
function p.getTaskTable(frame) | 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. | local categoryData = GameData.getEntityByName(Township.taskCategories, category) | ||
local taskData, categoryName, isDailyTask = nil, nil, false | local taskData, categoryName, isDailyTask = nil, nil, false | ||
if category == 'Daily' then | if category == 'Daily' then | ||
Line 917: | Line 945: | ||
local taskcount = 0 | local taskcount = 0 | ||
local ret = {} | local ret = {} | ||
table.insert(ret, '{| class="wikitable lighttable stickyHeader" style="text-align:left"') | table.insert(ret, '{| class="wikitable lighttable stickyHeader mw-collapsible" style="text-align:left"') | ||
table.insert(ret, '\n|- class="headerRow-0"') | table.insert(ret, '\n|- class="headerRow-0"') | ||
table.insert(ret, '\n!Task') | table.insert(ret, '\n!Task') | ||
Line 923: | Line 951: | ||
table.insert(ret, '\n!Rewards') | table.insert(ret, '\n!Rewards') | ||
if isDailyTask then | if isDailyTask then | ||
table.insert(ret, '<br/>(In addition to [[Township#Casual Tasks|Variable]] ' .. Icons.GP | table.insert(ret, '<br/>(In addition to [[Township#Casual Tasks|Variable]] ' .. Icons._Currency('melvorD:GP') .. ' & ' .. Icons.Icon({'Township', type='skill', notext=true}) .. ' XP)') | ||
end | end | ||
if isDailyTask then | if isDailyTask then | ||
Line 931: | Line 959: | ||
for _, task in ipairs(taskData) do | for _, task in ipairs(taskData) do | ||
-- Filter out other categories | -- Filter out other categories | ||
if task.category == category then | 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 | taskcount = taskcount + 1 | ||
local title = categoryName .. ' ' .. taskcount | local title = categoryName .. ' ' .. taskcount | ||
Line 951: | Line 984: | ||
if referenceType == 'dungeon' then | if referenceType == 'dungeon' then | ||
-- We get the tasks associated with all monsters in the dungeon | -- We get the tasks associated with all monsters in the dungeon | ||
local | 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 | for _, monster in ipairs(monsters) do | ||
IDs[monster] = true | IDs[monster] = true | ||
Line 987: | Line 1,028: | ||
return referenceIDs[entry.id] ~= nil | return referenceIDs[entry.id] ~= nil | ||
end | end | ||
for _, searchTable in | 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 | -- 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 searchTable[1] ~= nil then -- Make sure table is not empty | ||
Line 1,011: | Line 1,052: | ||
table.insert(ret, '\n!Rewards') | table.insert(ret, '\n!Rewards') | ||
for _, task in ipairs(tasks) do | for _, task in ipairs(tasks) do | ||
local categoryname = GameData.getEntityByID(Township.taskCategories, | -- 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..']]' | local title = '[[Township/Tasks#'..categoryname..'|'..categoryname..']]' | ||
table.insert(ret, p._getTaskRow(title, task, false)) | table.insert(ret, p._getTaskRow(title, task, false)) |
Latest revision as of 05:33, 8 October 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',
soulStorage = 'Soul 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 .. ' <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}) .. ' ' .. Num.formatnum(tierData.population)
end
if tierData.fortification ~= nil and tierData.fortification > 0 then
tierText = tierText .. '<br/>' .. Icons.Icon({'Fortification', type='township', notext=true}) .. ' ' .. Num.formatnum(tierData.fortification) .. '%'
end
return tierText
end
end
function p.getBuildings(checkFunc)
local result = {}
for i, building in pairs(p.Township.buildings) do
if checkFunc(building) then
table.insert(result, building)
end
end
return result
end
function p.getSeasons(checkFunc)
local result = {}
for i, season in pairs(p.Township.seasons) do
if checkFunc(season) then
table.insert(result, season)
end
end
return result
end
function p.getWorships(checkFunc)
local result = {}
for i, worship in pairs(p.Township.worships) do
if checkFunc(worship) then
table.insert(result, worship)
end
end
return result
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', 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}))
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', 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