Module:Skills: Difference between revisions

From Melvor Idle
(Added linking of firemaking logs to getFiremakingTable)
(Add Archaeology recipe key)
 
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--This module should avoid including skill specific functions which generate
--output for wiki pages, especially those which require() other modules. For
--these functions, consider using the appropriate module from the below list.
--Some skills have their own modules:
--Some skills have their own modules:
--Module:Magic for Magic
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Prayer for Prayer
--Module:Agility for Agility
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.
--Also be aware of:
--Module:Navboxes for navigation boxes appearing near the bottom of pages


local p = {}
local p = {}
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')


local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local Common = require('Module:Common')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Modifiers = require('Module:Modifiers')
local Items = require('Module:Items')
local Items = require('Module:Items')
local ItemSourceTables = require('Module:Items/SourceTables')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local Num = require('Module:Number')


local MasteryCheckpoints = {.1, .25, .5, .95}
-- Given a skill ID, returns the key for that skill's recipe data.
-- If the skill has no recipes (e.g. is a combat skill) then the
-- return value is nil
function p.getSkillRecipeKey(skillID)
-- Convert skillID to local ID if not already
local ns, localSkillID = GameData.getLocalID(skillID)
local recipeIDs = {
["Woodcutting"] = 'trees',
["Fishing"] = 'fish',
["Firemaking"] = 'logs',
["Mining"] = 'rockData',
["Thieving"] = 'npcs',
["Agility"] = 'obstacles',
["Cooking"] = 'recipes',
["Smithing"] = 'recipes',
["Farming"] = 'recipes',
["Summoning"] = 'recipes',
["Fletching"] = 'recipes',
["Crafting"] = 'recipes',
["Runecrafting"] = 'recipes',
["Herblore"] = 'recipes',
["Astrology"] = 'recipes',
["Archaeology"] = 'digSites',
["Harvesting"] = 'veinData'
}
return recipeIDs[localSkillID]
end


function p.getSkillID(skillName)
-- Given a skill ID & recipe, returns the skill level requirement for
  for skName, ID in Shared.skpairs(Constants.skill) do
-- that recipe and a boolean value indicating whether the level if abyssal or not.
    if skName == skillName then
-- If the level could not be determined, then the return value is nil, nil
      return ID
function p.getRecipeLevelRealm(skillID, recipe)
    end
local level, isAbyssal = nil, nil
  end
-- Convert skillID to local ID if not already
  return nil
local ns, localSkillID = GameData.getLocalID(skillID)
local realmID = p.getRecipeRealm(recipe)
if localSkillID == 'Agility' then
local course = GameData.getEntityByProperty(SkillData.Agility.courses, 'realm', realmID)
isAbyssal = (realmID == 'melvorItA:Abyssal')
-- For Agility, level is derived from obstacle category
if recipe.category ~= nil then
-- Obstacle
local slot = course.obstacleSlots[recipe.category + 1]
if isAbyssal then
level = slot.abyssalLevel
else
level = slot.level
end
elseif recipe.slot ~= nil then
-- Pillar
level = course.pillarSlots[recipe.slot + 1].level
end
elseif recipe.abyssalLevel ~= nil then
level, isAbyssal = recipe.abyssalLevel, true
else
-- For all other skills, the recipe should have a level property
level, isAbyssal = recipe.level, false
end
return level, isAbyssal
end
 
function p.getRecipeLevel(skillID, recipe)
local level, isAbyssal = p.getRecipeLevelRealm(skillID, recipe)
return level
end
end


function p.getSkillName(skillID)
function p.getRecipeRequirementText(skillName, recipe)
  for skName, ID in Shared.skpairs(Constants.skill) do
local reqText = {}
    if ID == skillID then
if recipe.abyssalLevel ~= nil and recipe.abyssalLevel > 0 then
      return skName
table.insert(reqText, Icons._SkillReq(skillName, recipe.abyssalLevel, false, 'melvorItA:Abyssal'))
    end
elseif recipe.level ~= nil and recipe.level > 0 then
  end
table.insert(reqText, Icons._SkillReq(skillName, recipe.level, false))
  return nil
end
if recipe.totalMasteryRequired ~= nil then
table.insert(reqText, Num.formatnum(recipe.totalMasteryRequired) .. ' ' .. Icons.Icon({skillName, type='skill', notext=true}) .. ' ' .. Icons.Icon({'Mastery'}))
end
local reqsData = {}
if type(recipe.requirements) == 'table' then
reqsData = Shared.shallowClone(recipe.requirements)
end
if recipe.shopItemPurchased ~= nil then
-- Mining requirements are stored differently than other skills like
-- Woodcutting, standardize here
table.insert(reqsData, {
["type"] = 'ShopPurchase',
["purchaseID"] = recipe.shopItemPurchased,
["count"] = 1
})
end
if not Shared.tableIsEmpty(reqsData) then
local reqs = Common.getRequirementString(reqsData)
if reqs ~= nil then
table.insert(reqText, reqs)
end
end
return table.concat(reqText, '<br/>')
end
end


function p.getMasteryUnlockTable(frame)
function p.standardRecipeSort(skillID, recipeA, recipeB)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local levelA, isAbyssalA = p.getRecipeLevelRealm(skillID, recipeA)
  local skillID = p.getSkillID(skillName)
local levelB, isAbyssalB = p.getRecipeLevelRealm(skillID, recipeB)
  if skillID == nil then
local isAbyssalNumA, isAbyssalNumB = (isAbyssalA and 1) or 0, (isAbyssalB and 1) or 0
    return "ERROR: Failed to find a skill ID for "..skillName
 
  end
return (isAbyssalA == isAbyssalB and levelA < levelB) or isAbyssalNumA < isAbyssalNumB
end


  local unlockTable = SkillData.MasteryUnlocks[skillID]
  if unlockTable == nil then
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
  end


  local result = '{|class="wikitable"\r\n!Level!!Unlock'
function p.getRecipeRealm(recipe)
  for i, unlock in Shared.skpairs(unlockTable) do
return recipe.realm or 'melvorD:Melvor'
    result = result..'\r\n|-'
    result = result..'\r\n|'..unlock.level..'||'..unlock.unlock
  end
  result = result..'\r\n|}'
  return result
end
end


function p.getMasteryCheckpointTable(frame)
function p.getRealmFromName(realmName)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local realm = nil
  local skillID = p.getSkillID(skillName)
if realmName == nil or realmName == '' then
  if skillID == nil then
-- Default realm
    return "ERROR: Failed to find a skill ID for "..skillName
realm = GameData.getEntityByID('realms', 'melvorD:Melvor')
  end
else
realm = GameData.getEntityByName('realms', realmName)
end
return realm
end


  if SkillData.MasteryCheckpoints[skillID] == nil then
function p.getMasteryActionCount(skillID, realmID, levelLimit)
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
local actCount = 0
  end
local skillNS, skillLocalID = Shared.getLocalID(skillID)
local skillData = SkillData[skillLocalID]
local recipeKey = p.getSkillRecipeKey(skillLocalID)
if recipeKey ~= nil then
local recipeData = skillData[recipeKey]
for i, recipe in ipairs(recipeData) do
if (
p.getRecipeRealm(recipe) == realmID
and (recipe.noMastery == nil or not recipe.noMastery)
and (levelLimit == nil or p.getRecipeLevel(skillLocalID, recipe) <= levelLimit)
) then
actCount = actCount + 1
end
end
end
return actCount
end


  local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
-- Thieving
  local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
function p.getThievingNPCByID(npcID)
return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
end


  local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
function p.getThievingNPC(npcName)
  for i, bonus in Shared.skpairs(bonuses) do
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
    result = result..'\r\n|-'
    result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
    result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
  end
  result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
  result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
  result = result..'\r\n|}'
  return result
end
end


function p._getFarmingTable(category)
function p.getThievingNPCArea(npc)
  local seedList = {}
for i, area in ipairs(SkillData.Thieving.areas) do
  if category == 'Allotment' or category == 'Herb' or category == 'Tree' then
for j, npcID in ipairs(area.npcIDs) do
    seedList = Items.getItems(function(item) return item.tier == category end)
if npcID == npc.id then
  else
return area
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
end
  end
end
end
end


  local result = '{|class="wikitable sortable stickyHeader"'
function p._getThievingNPCStat(npc, statName)
  result = result..'\r\n|- class="headerRow-0"'
local result = nil
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
  result = result..'!!XP!!Growth Time!!Seed Value'
  if category == 'Allotment' then
    result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
  elseif category == 'Herb' then
    result = result..'!!colspan="2"|Herb!!Herb Value'
  elseif category == 'Tree' then
    result = result..'!!colspan="2"|Logs!!Log Value'
  end
  result = result..'!!Seed Sources'
 
  table.sort(seedList, function(a, b) return a.farmingLevel < b.farmingLevel end)


  for i, seed in pairs(seedList) do
if statName == 'level' then
    result = result..'\r\n|-'
result = Icons._SkillReq('Thieving', npc.level)
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
elseif statName == 'maxHit' then
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
result = npc.maxHit * 10
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
elseif statName == 'area' then
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)
local area = p.getThievingNPCArea(npc)
result = area.name
else
result = npc[statName]
end


    local crop = Items.getItemByID(seed.grownItemID)
if result == nil then
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
result = ''
    if category == 'Allotment' then
end
      result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..(crop.healsFor * 10)
    end
    result = result..'||data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
    result = result..'||'..ItemSourceTables._getItemSources(seed)
  end


  result = result..'\r\n|}'
return result
  return result
end
end


function p.getFarmingTable(frame)
function p.getThievingNPCStat(frame)
  local category = frame.args ~= nil and frame.args[1] or frame
local npcName = frame.args ~= nil and frame.args[1] or frame[1]
local statName = frame.args ~= nil and frame.args[2] or frame[2]
local npc = p.getThievingNPC(npcName)
if npc == nil then
return Shared.printError('Invalid Thieving NPC ' .. npcName)
end


  return p._getFarmingTable(category)
return p._getThievingNPCStat(npc, statName)
end
end


function p.getFarmingFoodTable(frame)
function p.getThievingSourcesForItem(itemID)
  local result = '{| class="wikitable sortable stickyHeader"'
local resultArray = {}
  result = result..'\r\n|- class="headerRow-0"'
local areaNPCs = {}
  result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
  result = result..'!!Healing!!Value'
 
  local itemArray = Items.getItems(function(item) return item.grownItemID ~= nil end)


  table.sort(itemArray, function(a, b) return a.farmingLevel < b.farmingLevel end)
--First check area unique drops
--If an area drops the item, add all the NPC ids to the list so we can add them later
for i, area in pairs(SkillData.Thieving.areas) do
for j, drop in pairs(area.uniqueDrops) do
if drop.id == itemID then
for k, npcID in ipairs(area.npcIDs) do
areaNPCs[npcID] = { qty = drop.quantity, area = area }
end
break
end
end
end


  for i, item in Shared.skpairs(itemArray) do
--Now go through and get drop chances on each NPC if needed
    local crop = Items.getItemByID(item.grownItemID)
for i, npc in pairs(SkillData.Thieving.npcs) do
    if crop.healsFor ~= nil and crop.healsFor > 0 then
local totalWt = 0
      result = result..'\r\n|-'
local dropWt = 0
      result = result..'\r\n|'..Icons.Icon({crop.name, type='item', notext='true', size='50'})..'||[['..crop.name..']]'
local dropQty = { min = 0, max = 0 }
      result = result..'||style="text-align:right;"|'..item.farmingLevel
for j, drop in ipairs(npc.lootTable) do
      result = result..'||style="text-align:right" data-sort-value="'..crop.healsFor..'"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..(crop.healsFor * 10)
totalWt = totalWt + drop.weight
      result = result..'||style="text-align:right" data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
if drop.itemID == itemID then
    end
dropWt = drop.weight
  end
dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
end
end
if dropWt > 0 then
table.insert(resultArray, {npc = npc.name, minQty = dropQty.min, maxQty = dropQty.max, wt = dropWt * SkillData.Thieving.itemChance, totalWt = totalWt * 100, level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, type = 'npc'})
end
 
--Chance of -1 on unique drops is to indicate variable chance
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.quantity, maxQty = npc.uniqueDrop.quantity, wt = -1, totalWt = -1, level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, type = 'npcUnique'})
end
 
local areaNPC = areaNPCs[npc.id]
if areaNPC ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = areaNPC.qty, maxQty = areaNPC.qty, wt = SkillData.Thieving.baseAreaUniqueChance, totalWt = 100, level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, area = areaNPC.area, type = 'areaUnique'})
end
end
 
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
if drop.itemID == itemID then
if drop.npcs == nil then
table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Num.round2(1/(drop.chance/100), 0), level = 1, npcID = itemID, type = 'generalRare'})
else
for j, npcID in ipairs(drop.npcs) do
local npc = p.getThievingNPCByID(npcID)
if npc ~= nil then
table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = 1, wt = 1, totalWt = Num.round2(1/(drop.chance/100), 0), level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, type = 'generalRare'})
end
end
end
end
end
 
return resultArray
end
 
-- Astrology
function p.getConstellationByID(constID)
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end


  result = result..'\r\n|}'
function p.getConstellation(constName)
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
end


  return result
function p.getConstellations(checkFunc)
return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
end
end


function p.getFarmingPlotTable(frame)
-- Combines Astrology constellation modifiers into an object similar to other entities,
  local areaName = frame.args ~= nil and frame.args[1] or frame
-- and multiplies the values up to their maximum possible amount
  local patches = nil
function p._getConstellationModifiers(cons)
  for i, area in Shared.skpairs(SkillData.Farming.Patches) do
local result = {}
    if area.areaName == areaName then
local modKeys = { 'standardModifiers', 'uniqueModifiers', 'abyssalModifiers' }
      patches = area.patches
 
      break
for _, keyID in ipairs(modKeys) do
    end
result[keyID] = {}
  end
local mods = cons[keyID]
  if patches == nil then
if mods ~= nil then
    return "ERROR: Invalid area name.[[Category:Pages with script errors"
for _, mod in ipairs(mods) do
  end
local newModObj = {}
local multValue = mod.maxCount
local subKeys = { 'modifiers', 'enemyModifiers' }
for _, subKey in ipairs(subKeys) do
local modAdj = Shared.clone(mod[subKey])
if type(modAdj) == 'table' then
for modName, modValueDef in pairs(modAdj) do
if type(modValueDef) == 'table' then
if modValueDef[1] ~= nil then
-- Table of multiple values
for i, subValue in ipairs(modValueDef) do
if type(subValue) == 'table' and subValue.value ~= nil then
subValue.value = subValue.value * multValue
elseif type(subValue) == 'number' then
modValueDef[i] = subValue * multValue
end
end
elseif modValueDef.value ~= nil then
-- Table but with a single value
modValueDef.value = modValueDef.value * multValue
end
elseif type(modValueDef) == 'number' then
-- Single value
modAdj[modName] = modValueDef * multValue
end
end
newModObj[subKey] = modAdj
end
end
table.insert(result[keyID], newModObj)
end
end
end
return result
end


  local result = '{|class="wikitable"'
-- Mastery
  result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'
function p.getMasteryUnlockTable(frame)
local skillName = frame.args ~= nil and frame.args[1] or frame
local skillID = Constants.getSkillID(skillName)
if skillID == nil then
return Shared.printError('Failed to find a skill ID for ' .. skillName)
end


  for i, patch in Shared.skpairs(patches) do
local _, localSkillID = GameData.getLocalID(skillID)
    result = result..'\r\n|-\r\n|'..i
-- Clone so that we can sort by level
    result = result..'||style="text-align:right;" data-sort-value="0"|'..patch.level
local unlockTable = Shared.shallowClone(SkillData[localSkillID].masteryLevelUnlocks)
    if patch.cost == 0 then
if unlockTable == nil then
      result = result..'||Free'
return Shared.printError('Failed to find Mastery Unlock data for ' .. skillName)
    else
end
      result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
table.sort(unlockTable, function(a, b) return (a.level == b.level and a.descriptionID < b.descriptionID) or a.level < b.level end)
    end
  end


  result = result..'\r\n|}'
local result = '{|class="wikitable"\r\n!Level!!Unlock'
  return result
for i, unlock in ipairs(unlockTable) do
result = result..'\r\n|-'
result = result..'\r\n|'..unlock.level..'||'..unlock.description
end
result = result..'\r\n|}'
return result
end
end


function p.getPotionNavbox(frame)
function p.getMasteryCheckpointTable(frame)
  --•
local args = frame.args ~= nil and frame.args or frame
  local result = '{| class="wikitable" style="margin:auto; clear:both; width: 100%"'
local skillName = args[1]
  result = result..'\r\n!colspan=2|'..Icons.Icon({'Herblore', 'Potions', type='skill'})
local realmName = args.realm


  local CombatPots = {}
local realm = p.getRealmFromName(realmName)
  local SkillPots = {}
if realm == nil then
  for i, potData in Shared.skpairs(SkillData.Herblore.ItemData) do
return Shared.printError('Failed to find a realm with name ' .. (realmName or 'nil'))
    if potData.category == 0 then
end
      table.insert(CombatPots, Icons.Icon({potData.name, type='item', img=(potData.name..' I')}))
local skillID = Constants.getSkillID(skillName)
    else
if skillID == nil then
      if potData.name == 'Bird Nests Potion' then
return Shared.printError('Failed to find a skill ID for ' .. skillName)
        table.insert(SkillPots, Icons.Icon({"Bird Nest Potion", type='item', img="Bird Nest Potion I"}))
end
      else
 
        table.insert(SkillPots, Icons.Icon({potData.name, type='item', img=(potData.name..' I')}))
local _, localSkillID = GameData.getLocalID(skillID)
      end
local checkpoints = SkillData[localSkillID].masteryPoolBonuses
    end
if checkpoints == nil then
  end
return Shared.printError('Failed to find Mastery checkpoint data for ' .. skillName)
end


  result = result..'\r\n|-\r\n!Combat Potions\r\n|class="center" style="vertical-align:middle;"'
local totalPoolXP = p.getMasteryActionCount(localSkillID, realm.id) * 500000
  result = result..'|'..table.concat(CombatPots, ' ')
local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
  result = result..'\r\n|-\r\n!Skill Potions\r\n|class="center" style="vertical-align:middle;"'
for i, checkpointData in ipairs(checkpoints) do
  result = result..'|'..table.concat(SkillPots, ' • ')
if checkpointData.realm == realm.id then
  result = result..'\r\n|}'
local chkDesc = Modifiers.getModifiersText(checkpointData.modifiers, false, false)
  return result
local chkPercent = checkpointData.percent
result = result..'\r\n|-'
result = result..'\r\n|'..chkPercent..'%||'
result = result..Num.formatnum(math.floor(totalPoolXP * chkPercent / 100))..' xp||'..chkDesc
end
end
result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
result = result..'\r\n|'..Num.formatnum(totalPoolXP)
result = result..'\r\n|}'
return result
end
end


function p.getSmithingTable(frame)
function p.getMasteryTokenTable()
  local tableType = frame.args ~= nil and frame.args[1] or frame
-- Defines which skill levels should be included within the output
  local bar = nil
local skillLevels = {
  if tableType ~= 'Smelting' then
{
    bar = Items.getItem(tableType)
["id"] = 'Base',
    if bar == nil then
["level"] = 99,
      return 'ERROR: Could not find an item named '..tableType..' to build a smithing table with'
["description"] = '[[Full Version|Base Game]] (Level 99)'
    elseif bar.type ~= 'Bar' then
}, {
      return 'ERROR: '..tableType.." is not a bar and thus can't be used for smithing"
["id"] = 'TotH',
    end
["level"] = 120,
  end
["description"] = Icons.TotH() .. ' [[Throne of the Herald Expansion|Throne of the Herald]] (Level 120)'
}
}
local baseTokenChance = 18500
local masteryActionCount = {}
local CCI_ID = 'melvorD:Clue_Chasers_Insignia'
local CCI = Items.getItemByID(CCI_ID)
if CCI == nil then
return Shared.printError('Failed to find item with ID ' .. CCI_ID)
end
 
local tokens = Items.getItems(function(item) return item.itemType == 'MasteryToken' end)
local tokenItems = {}
for _, item in ipairs(tokens) do
if item.realm == 'melvorD:Melvor' and item.skill ~= nil then
local skillNS, skillLocalID = Shared.getLocalID(item.skill)
tokenItems[skillLocalID] = item
end
end
 
-- Iterate over each skill with mastery, determining the number of
-- mastery actions for each
for skillLocalID, skill in pairs(SkillData) do
if skill.masteryPoolBonuses ~= nil then
local actCount = { ["skill"] = skill, ["token"] = tokenItems[skillLocalID] }
for i, levelDef in ipairs(skillLevels) do
actCount[levelDef.id] = p.getMasteryActionCount(skillLocalID, 'melvorD:Melvor', levelDef.level)
end
table.insert(masteryActionCount, actCount)
end
end
 
local firstID = skillLevels[1].id
table.sort(masteryActionCount,
function(a, b)
if a[firstID] == b[firstID] then
return a.skill.name < b.skill.name
else
return a[firstID] > b[firstID]
end
end)
-- Generate output table
local resultPart = {}
local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})
local columnPairs = Shared.tableCount(skillLevels)


  local smithList = {}
-- Generate header
  for i, item in pairs(ItemData.Items) do
table.insert(resultPart, '{| class="wikitable sortable"')
    if item.smithingLevel ~= nil then
table.insert(resultPart, '\n!rowspan="3"|Token!!rowspan="3"|Skill!!colspan="' .. columnPairs * 2 .. '"|Approximate Mastery Token Chance')
      if tableType == 'Smelting' then
table.insert(resultPart, '\n|-')
        if item.type == 'Bar' then
for i, levelDef in ipairs(skillLevels) do
          table.insert(smithList, item)
table.insert(resultPart, '\n!colspan="2"| ' .. levelDef.description)
        end
end
      else
table.insert(resultPart, '\n|-' .. string.rep('\n!Without ' .. CCIIcon .. '\n!With ' .. CCIIcon, columnPairs))
        for j, req in pairs(item.smithReq) do
          if req.id == bar.id then
            table.insert(smithList, item)
          end
        end
      end
    end
  end


  local result = '{|class="wikitable sortable stickyHeader"'
for i, rowData in ipairs(masteryActionCount) do
  result = result..'\r\n|-class="headerRow-0"'
local token = rowData.token
  result = result..'\r\n!Item!!Name!!'..Icons.Icon({'Smithing', type='skill', notext=true})..' Level!!XP!!Value!!Ingredients'
table.insert(resultPart, '\n|-')
  --Adding value/bar for things other than smelting
local tokenImg = (token == nil and '?') or Icons.Icon({token.name, type='item', notext=true})
  if bar ~= nil then result = result..'!!Value/Bar' end
table.insert(resultPart, '\n|style="text-align:center"|' .. tokenImg)
table.insert(resultPart, '\n|' .. Icons.Icon({rowData.skill.name, type='skill'}))


  table.sort(smithList, function(a, b)
for j, levelDef in ipairs(skillLevels) do
                          if a.smithingLevel ~= b.smithingLevel then
local actCount = rowData[levelDef.id]
                            return a.smithingLevel < b.smithingLevel
local denom, denomCCI = 0, 0
                          else
if actCount > 0 then
                            return a.name < b.name
denom = math.floor(baseTokenChance / actCount)
                          end end)
denomCCI = Num.round(baseTokenChance / (actCount * (1 + CCI.modifiers.offItemChance / 100)), 0, 0)
  for i, item in Shared.skpairs(smithList) do
end
    result = result..'\r\n|-'
table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Num.formatnum(denom))
    result = result..'\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true})..'||'
table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Num.formatnum(denomCCI))
    local qty = item.smithingQty ~= nil and item.smithingQty or 1
end
    if qty > 1 then
end
      result = result..item.smithingQty..'x '
table.insert(resultPart, '\n|}')
    end
    result = result..'[['..item.name..']]'
    result = result..'||data-sort-value="'..item.smithingLevel..'"|'..Icons._SkillReq('Smithing', item.smithingLevel)
    result = result..'||'..item.smithingXP
    local totalValue = item.sellsFor * qty
    result = result..'||data-sort-value="'..totalValue..'"|'..Icons.GP(item.sellsFor)
    if qty > 1 then
      result = result..' (x'..qty..')'
    end
    result = result..'||'
    local barQty = 0
    for i, mat in Shared.skpairs(item.smithReq) do
      matItem = Items.getItemByID(mat.id)
      if i > 1 then result = result..', ' end
      result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty, notext=true})
      if bar ~= nil and mat.id == bar.id then
        barQty = mat.qty
      end
    end
    --Add the data for the value per bar
    if bar ~= nil then
      if barQty == 0 then
        result = result..'||data-sort-value="0"|N/A'
      else
        local barVal = totalValue / barQty
        result = result..'||data-sort-value="'..barVal..'"|'..Icons.GP(Shared.round(barVal, 1, 1))
      end
    end
  end


  result = result..'\r\n|}'
return table.concat(resultPart)
  return result
end
end


function p.getFiremakingTable(frame)
function p.getFiremakingTable(frame)
  local result = '{| class="wikitable sortable stickyHeader"'
    local args = frame.args ~= nil and frame.args or frame
  result = result..'\r\n|-class="headerRow-0"'
    local realmName = args.realm
  result = result..'\r\n!colspan="2"|Logs!!'..Icons.Icon({'Firemaking', type='skill', notext=true})..' Level'
    local realm = p.getRealmFromName(realmName)
  result = result..'!!XP!!Burn Time!!XP/s!!Bonfire Bonus!!Bonfire Time'
    if realm == nil then
        return Shared.printError('Failed to find a realm with name ' .. (realmName or 'nil'))
    end
    local skillID = 'Firemaking'
 
    local tableHtml = mw.html.create('table')
        :addClass('wikitable sortable stickyHeader')
   
    local headerRow0 = tableHtml:tag('tr'):addClass('headerRow-0')
    headerRow0:tag('th'):attr('colspan', '2')
                        :attr('rowspan', '2')
                        :wikitext('Logs')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext(Icons._SkillRealmIcon('Firemaking', realm.id) .. '<br>Level')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('[[DLC]]')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('Burn<br>Time')
    headerRow0:tag('th'):attr('colspan', '2')
                        :wikitext('Without Bonfire')
    headerRow0:tag('th'):attr('colspan', '2')
                        :wikitext('With Bonfire')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('Bonfire<br>Bonus')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('Bonfire<br>Time')
 
    local headerRow1 = tableHtml:tag('tr'):addClass('headerRow-1')
    headerRow1:tag('th'):wikitext('XP')
    headerRow1:tag('th'):wikitext('XP/s')
    headerRow1:tag('th'):wikitext('XP')
    headerRow1:tag('th'):wikitext('XP/s')
 
    local logsData = GameData.getEntities(SkillData.Firemaking.logs, function(obj)
        return p.getRecipeRealm(obj) == realm.id
    end)
    table.sort(logsData, function(a, b) return p.standardRecipeSort(skillID, a, b) end)
   
    for i, logData in ipairs(logsData) do
        local logs = Items.getItemByID(logData.logID)
        local name = logs.name
        local level = p.getRecipeLevel(skillID, logData)
        local baseXP = logData.baseAbyssalExperience or logData.baseExperience
        local reqText = p.getRecipeRequirementText(SkillData.Firemaking.name, logData)
        local bonfireBonus = logData.bonfireAXPBonus or logData.bonfireXPBonus
        local burnTime = logData.baseInterval / 1000
        local bonfireTime = logData.baseBonfireInterval / 1000
        local XPS = baseXP / burnTime
        local XP_BF = baseXP * (1 + bonfireBonus / 100)
        local XPS_BF = Num.round(XP_BF / burnTime, 2, 2)
        XP_BF = Num.round(XP_BF, 2, 0)


  for i, logData in Shared.skpairs(SkillData.Firemaking) do
        local row = tableHtml:tag('tr')
    result = result..'\r\n|-'
        row:tag('td'):attr('data-sort-value', name)
    local name = Shared.titleCase(logData.type..' Logs')
                    :wikitext(Icons.Icon({name, type='item', notext=true}))
    result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true})
        row:tag('td'):wikitext('[[' .. name .. ']]')
    result = result..'||[['..name..']]'
        row:tag('td'):css('text-align', 'center')
    result = result..'||style ="text-align: right;"|'..logData.level
                    :wikitext(level)
    result = result..'||style ="text-align: right;"|'..logData.xp
        row:tag('td'):css('text-align', 'center')
    local burnTime = logData.interval / 1000
            :attr('data-sort-value', Icons.getExpansionID(logData.logID))
    local XPS = logData.xp / burnTime
            :wikitext(Icons.getDLCColumnIcon(logData.logID))
    result = result..'||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true)
        row:tag('td'):css('text-align', 'right')
    result = result..'||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2)
                    :attr('data-sort-value', burnTime)
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireBonus..'"|'..logData.bonfireBonus..'%'
                    :wikitext(Shared.timeString(burnTime, true))
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireInterval..'"|'..Shared.timeString(logData.bonfireInterval / 1000, true)
        row:tag('td'):css('text-align', 'right')
  end
                    :attr('data-sort-value', baseXP)
                    :wikitext(Num.formatnum(baseXP))
        row:tag('td'):css('text-align', 'right')
                    :attr('data-sort-value', XPS)
                    :wikitext(Num.formatnum(Num.round(XPS, 2, 2)))
       
        if bonfireBonus == 0 then
            row:tag('td'):attr('colspan', '4')
                        :addClass('table-na')
                        :wikitext('N/A')
        else
            row:tag('td'):css('text-align', 'right')
                        :attr('data-sort-value', XP_BF)
                        :wikitext(Num.formatnum(XP_BF))
            row:tag('td'):css('text-align', 'right')
                        :attr('data-sort-value', XPS_BF)
                        :wikitext(Num.formatnum(XPS_BF, 2, 2))
            row:tag('td'):css('text-align', 'right')
                        :attr('data-sort-value', bonfireBonus)
                        :wikitext(bonfireBonus .. '%')
            row:tag('td'):css('text-align', 'right')
                        :attr('data-sort-value', bonfireTime)
                        :wikitext(Shared.timeString(bonfireTime, true))
        end
    end


  result = result..'\r\n|}'
    return tostring(tableHtml)
  return result
end
end


return p
return p

Latest revision as of 22:57, 15 October 2024

Data pulled from Module:GameData

Some skills have their own modules:

Also be aware of:


--This module should avoid including skill specific functions which generate
--output for wiki pages, especially those which require() other modules. For
--these functions, consider using the appropriate module from the below list.

--Some skills have their own modules:
--Module:Magic for Magic
--Module:Prayer for Prayer
--Module:Skills/Agility for Agility
--Module:Skills/Summoning for Summoning
--Module:Skills/Gathering for Mining, Fishing, Woodcutting
--Module:Skills/Artisan for Smithing, Cooking, Herblore, etc.

--Also be aware of:
--Module:Navboxes for navigation boxes appearing near the bottom of pages

local p = {}

local Shared = require('Module:Shared')
local Constants = require('Module:Constants')
local Common = require('Module:Common')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Modifiers = require('Module:Modifiers')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Num = require('Module:Number')

-- Given a skill ID, returns the key for that skill's recipe data.
-- If the skill has no recipes (e.g. is a combat skill) then the
-- return value is nil
function p.getSkillRecipeKey(skillID)
	-- Convert skillID to local ID if not already
	local ns, localSkillID = GameData.getLocalID(skillID)
	local recipeIDs = {
		["Woodcutting"] = 'trees',
		["Fishing"] = 'fish',
		["Firemaking"] = 'logs',
		["Mining"] = 'rockData',
		["Thieving"] = 'npcs',
		["Agility"] = 'obstacles',
		["Cooking"] = 'recipes',
		["Smithing"] = 'recipes',
		["Farming"] = 'recipes',
		["Summoning"] = 'recipes',
		["Fletching"] = 'recipes',
		["Crafting"] = 'recipes',
		["Runecrafting"] = 'recipes',
		["Herblore"] = 'recipes',
		["Astrology"] = 'recipes',
		["Archaeology"] = 'digSites',
		["Harvesting"] = 'veinData'
	}
	return recipeIDs[localSkillID]
end

-- Given a skill ID & recipe, returns the skill level requirement for
-- that recipe and a boolean value indicating whether the level if abyssal or not.
-- If the level could not be determined, then the return value is nil, nil
function p.getRecipeLevelRealm(skillID, recipe)
	local level, isAbyssal = nil, nil
	-- Convert skillID to local ID if not already
	local ns, localSkillID = GameData.getLocalID(skillID)
	local realmID = p.getRecipeRealm(recipe)
	if localSkillID == 'Agility' then
		local course = GameData.getEntityByProperty(SkillData.Agility.courses, 'realm', realmID)
		isAbyssal = (realmID == 'melvorItA:Abyssal')
		-- For Agility, level is derived from obstacle category
		if recipe.category ~= nil then
			-- Obstacle
			local slot = course.obstacleSlots[recipe.category + 1]
			if isAbyssal then
				level = slot.abyssalLevel
			else
				level = slot.level
			end
		elseif recipe.slot ~= nil then
			-- Pillar
			level = course.pillarSlots[recipe.slot + 1].level
		end
	elseif recipe.abyssalLevel ~= nil then
		level, isAbyssal = recipe.abyssalLevel, true
	else
		-- For all other skills, the recipe should have a level property
		level, isAbyssal = recipe.level, false
	end
	return level, isAbyssal
end

function p.getRecipeLevel(skillID, recipe)
	local level, isAbyssal = p.getRecipeLevelRealm(skillID, recipe)
	return level
end

function p.getRecipeRequirementText(skillName, recipe)
	local reqText = {}
	if recipe.abyssalLevel ~= nil and recipe.abyssalLevel > 0 then
		table.insert(reqText, Icons._SkillReq(skillName, recipe.abyssalLevel, false, 'melvorItA:Abyssal'))
	elseif recipe.level ~= nil and recipe.level > 0 then
		table.insert(reqText, Icons._SkillReq(skillName, recipe.level, false))
	end
	if recipe.totalMasteryRequired ~= nil then
		table.insert(reqText, Num.formatnum(recipe.totalMasteryRequired) .. ' ' .. Icons.Icon({skillName, type='skill', notext=true}) .. ' ' .. Icons.Icon({'Mastery'}))
	end
	local reqsData = {}
	if type(recipe.requirements) == 'table' then
		reqsData = Shared.shallowClone(recipe.requirements)
	end
	if recipe.shopItemPurchased ~= nil then
		-- Mining requirements are stored differently than other skills like
		-- Woodcutting, standardize here
		table.insert(reqsData, {
			["type"] = 'ShopPurchase',
			["purchaseID"] = recipe.shopItemPurchased,
			["count"] = 1
		})
	end
	if not Shared.tableIsEmpty(reqsData) then
		local reqs = Common.getRequirementString(reqsData)
		if reqs ~= nil then
			table.insert(reqText, reqs)
		end
	end
	return table.concat(reqText, '<br/>')
end

function p.standardRecipeSort(skillID, recipeA, recipeB)
	local levelA, isAbyssalA = p.getRecipeLevelRealm(skillID, recipeA)
	local levelB, isAbyssalB = p.getRecipeLevelRealm(skillID, recipeB)
	local isAbyssalNumA, isAbyssalNumB = (isAbyssalA and 1) or 0, (isAbyssalB and 1) or 0

	return (isAbyssalA == isAbyssalB and levelA < levelB) or isAbyssalNumA < isAbyssalNumB
end


function p.getRecipeRealm(recipe)
	return recipe.realm or 'melvorD:Melvor'
end

function p.getRealmFromName(realmName)
	local realm = nil
	if realmName == nil or realmName == '' then
		-- Default realm
		realm = GameData.getEntityByID('realms', 'melvorD:Melvor')
	else
		realm = GameData.getEntityByName('realms', realmName)
	end
	return realm
end

function p.getMasteryActionCount(skillID, realmID, levelLimit)
	local actCount = 0
	local skillNS, skillLocalID = Shared.getLocalID(skillID)
	local skillData = SkillData[skillLocalID]
	local recipeKey = p.getSkillRecipeKey(skillLocalID)
	if recipeKey ~= nil then
		local recipeData = skillData[recipeKey]
		for i, recipe in ipairs(recipeData) do
			if (
				p.getRecipeRealm(recipe) == realmID
				and (recipe.noMastery == nil or not recipe.noMastery)
				and (levelLimit == nil or p.getRecipeLevel(skillLocalID, recipe) <= levelLimit)
			) then
				actCount = actCount + 1
			end
		end
	end
	return actCount
end

-- Thieving
function p.getThievingNPCByID(npcID)
	return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
end

function p.getThievingNPC(npcName)
	return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
end

function p.getThievingNPCArea(npc)
	for i, area in ipairs(SkillData.Thieving.areas) do
		for j, npcID in ipairs(area.npcIDs) do
			if npcID == npc.id then
				return area
			end
		end
	end
end

function p._getThievingNPCStat(npc, statName)
	local result = nil

	if statName == 'level' then
		result = Icons._SkillReq('Thieving', npc.level)
	elseif statName == 'maxHit' then
		result = npc.maxHit * 10
	elseif statName == 'area' then
		local area = p.getThievingNPCArea(npc)
		result = area.name
	else
		result = npc[statName]
	end

	if result == nil then
		result = ''
	end

	return result
end

function p.getThievingNPCStat(frame)
	local npcName = frame.args ~= nil and frame.args[1] or frame[1]
	local statName = frame.args ~= nil and frame.args[2] or frame[2]
	local npc = p.getThievingNPC(npcName)
	if npc == nil then
		return Shared.printError('Invalid Thieving NPC ' .. npcName)
	end

	return p._getThievingNPCStat(npc, statName)
end

function p.getThievingSourcesForItem(itemID)
	local resultArray = {}
	local areaNPCs = {}

	--First check area unique drops
	--If an area drops the item, add all the NPC ids to the list so we can add them later
	for i, area in pairs(SkillData.Thieving.areas) do
		for j, drop in pairs(area.uniqueDrops) do
			if drop.id == itemID then
				for k, npcID in ipairs(area.npcIDs) do
					areaNPCs[npcID] = { qty = drop.quantity, area = area }
				end
				break
			end
		end
	end

	--Now go through and get drop chances on each NPC if needed
	for i, npc in pairs(SkillData.Thieving.npcs) do
		local totalWt = 0
		local dropWt = 0
		local dropQty = { min = 0, max = 0 }
		for j, drop in ipairs(npc.lootTable) do
			totalWt = totalWt + drop.weight
			if drop.itemID == itemID then
				dropWt = drop.weight
				dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
			end
		end
		if dropWt > 0 then
			table.insert(resultArray, {npc = npc.name, minQty = dropQty.min, maxQty = dropQty.max, wt = dropWt * SkillData.Thieving.itemChance, totalWt = totalWt * 100, level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, type = 'npc'})
		end

		--Chance of -1 on unique drops is to indicate variable chance
		if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
			table.insert(resultArray, {npc = npc.name, minQty = npc.uniqueDrop.quantity, maxQty = npc.uniqueDrop.quantity, wt = -1, totalWt = -1, level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, type = 'npcUnique'})
		end

		local areaNPC = areaNPCs[npc.id]
		if areaNPC ~= nil then
			table.insert(resultArray, {npc = npc.name, minQty = areaNPC.qty, maxQty = areaNPC.qty, wt = SkillData.Thieving.baseAreaUniqueChance, totalWt = 100, level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, area = areaNPC.area, type = 'areaUnique'})
		end
	end

	for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
		if drop.itemID == itemID then
			if drop.npcs == nil then
				table.insert(resultArray, {npc = 'all', minQty = 1, maxQty = 1, wt = 1, totalWt = Num.round2(1/(drop.chance/100), 0), level = 1, npcID = itemID, type = 'generalRare'})
			else
				for j, npcID in ipairs(drop.npcs) do
					local npc = p.getThievingNPCByID(npcID)
					if npc ~= nil then
						table.insert(resultArray, {npc = npc.name, minQty = 1, maxQty = 1, wt = 1, totalWt = Num.round2(1/(drop.chance/100), 0), level = npc.level, abyssalLevel = npc.abyssalLevel, npcID = npc.id, type = 'generalRare'})
					end
				end
			end
		end
	end

	return resultArray
end

-- Astrology
function p.getConstellationByID(constID)
	return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end

function p.getConstellation(constName)
	return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
end

function p.getConstellations(checkFunc)
	return GameData.getEntities(SkillData.Astrology.recipes, checkFunc)
end

-- Combines Astrology constellation modifiers into an object similar to other entities,
-- and multiplies the values up to their maximum possible amount
function p._getConstellationModifiers(cons)
	local result = {}
	local modKeys = { 'standardModifiers', 'uniqueModifiers', 'abyssalModifiers' }

	for _, keyID in ipairs(modKeys) do
		result[keyID] = {}
		local mods = cons[keyID]
		if mods ~= nil then
			for _, mod in ipairs(mods) do
				local newModObj = {}
				local multValue = mod.maxCount
				local subKeys = { 'modifiers', 'enemyModifiers' }
				for _, subKey in ipairs(subKeys) do
					local modAdj = Shared.clone(mod[subKey])
					if type(modAdj) == 'table' then
						for modName, modValueDef in pairs(modAdj) do
							if type(modValueDef) == 'table' then
								if modValueDef[1] ~= nil then
									-- Table of multiple values
									for i, subValue in ipairs(modValueDef) do
										if type(subValue) == 'table' and subValue.value ~= nil then
											subValue.value = subValue.value * multValue
										elseif type(subValue) == 'number' then
											modValueDef[i] = subValue * multValue
										end
									end
								elseif modValueDef.value ~= nil then
									-- Table but with a single value
									modValueDef.value = modValueDef.value * multValue
								end
							elseif type(modValueDef) == 'number' then
								-- Single value
								modAdj[modName] = modValueDef * multValue
							end
						end
						newModObj[subKey] = modAdj
					end
				end
				table.insert(result[keyID], newModObj)
			end
		end
	end
	return result
end

-- Mastery
function p.getMasteryUnlockTable(frame)
	local skillName = frame.args ~= nil and frame.args[1] or frame
	local skillID = Constants.getSkillID(skillName)
	if skillID == nil then
		return Shared.printError('Failed to find a skill ID for ' .. skillName)
	end

	local _, localSkillID = GameData.getLocalID(skillID)
	-- Clone so that we can sort by level
	local unlockTable = Shared.shallowClone(SkillData[localSkillID].masteryLevelUnlocks)
	if unlockTable == nil then
		return Shared.printError('Failed to find Mastery Unlock data for ' .. skillName)
	end
	table.sort(unlockTable, function(a, b) return (a.level == b.level and a.descriptionID < b.descriptionID) or a.level < b.level end)

	local result = '{|class="wikitable"\r\n!Level!!Unlock'
	for i, unlock in ipairs(unlockTable) do
		result = result..'\r\n|-'
		result = result..'\r\n|'..unlock.level..'||'..unlock.description
	end
	result = result..'\r\n|}'
	return result
end

function p.getMasteryCheckpointTable(frame)
	local args = frame.args ~= nil and frame.args or frame
	local skillName = args[1]
	local realmName = args.realm

	local realm = p.getRealmFromName(realmName)
	if realm == nil then
		return Shared.printError('Failed to find a realm with name ' .. (realmName or 'nil'))
	end
	local skillID = Constants.getSkillID(skillName)
	if skillID == nil then
		return Shared.printError('Failed to find a skill ID for ' .. skillName)
	end

	local _, localSkillID = GameData.getLocalID(skillID)
	local checkpoints = SkillData[localSkillID].masteryPoolBonuses
	if checkpoints == nil then
		return Shared.printError('Failed to find Mastery checkpoint data for ' .. skillName)
	end

	local totalPoolXP = p.getMasteryActionCount(localSkillID, realm.id) * 500000
	local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
	for i, checkpointData in ipairs(checkpoints) do
		if checkpointData.realm == realm.id then
			local chkDesc = Modifiers.getModifiersText(checkpointData.modifiers, false, false)
			local chkPercent = checkpointData.percent
			result = result..'\r\n|-'
			result = result..'\r\n|'..chkPercent..'%||'
			result = result..Num.formatnum(math.floor(totalPoolXP * chkPercent / 100))..' xp||'..chkDesc
		end
	end
	result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
	result = result..'\r\n|'..Num.formatnum(totalPoolXP)
	result = result..'\r\n|}'
	return result
end

function p.getMasteryTokenTable()
	-- Defines which skill levels should be included within the output
	local skillLevels = {
		{
			["id"] = 'Base',
			["level"] = 99,
			["description"] = '[[Full Version|Base Game]] (Level 99)'
		}, {
			["id"] = 'TotH',
			["level"] = 120,
			["description"] = Icons.TotH() .. ' [[Throne of the Herald Expansion|Throne of the Herald]] (Level 120)'
		}
	}
	local baseTokenChance = 18500
	local masteryActionCount = {}
	local CCI_ID = 'melvorD:Clue_Chasers_Insignia'
	local CCI = Items.getItemByID(CCI_ID)
	if CCI == nil then
		return Shared.printError('Failed to find item with ID ' .. CCI_ID)	
	end

	local tokens = Items.getItems(function(item) return item.itemType == 'MasteryToken' end)
	local tokenItems = {}
	for _, item in ipairs(tokens) do
		if item.realm == 'melvorD:Melvor' and item.skill ~= nil then
			local skillNS, skillLocalID = Shared.getLocalID(item.skill)
			tokenItems[skillLocalID] = item
		end
	end

	-- Iterate over each skill with mastery, determining the number of
	-- mastery actions for each
	for skillLocalID, skill in pairs(SkillData) do
		if skill.masteryPoolBonuses ~= nil then
			local actCount = { ["skill"] = skill, ["token"] = tokenItems[skillLocalID] }
			for i, levelDef in ipairs(skillLevels) do
				actCount[levelDef.id] = p.getMasteryActionCount(skillLocalID, 'melvorD:Melvor', levelDef.level)
			end
			table.insert(masteryActionCount, actCount)
		end
	end

	local firstID = skillLevels[1].id
	table.sort(masteryActionCount,
		function(a, b)
			if a[firstID] == b[firstID] then
				return a.skill.name < b.skill.name
			else
				return a[firstID] > b[firstID]
			end
		end)
	
	-- Generate output table
	local resultPart = {}
	local CCIIcon = Icons.Icon({CCI.name, type='item', notext=true})
	local columnPairs = Shared.tableCount(skillLevels)

	-- Generate header
	table.insert(resultPart, '{| class="wikitable sortable"')
	table.insert(resultPart, '\n!rowspan="3"|Token!!rowspan="3"|Skill!!colspan="' .. columnPairs * 2 .. '"|Approximate Mastery Token Chance')
	table.insert(resultPart, '\n|-')
	for i, levelDef in ipairs(skillLevels) do
		table.insert(resultPart, '\n!colspan="2"| ' .. levelDef.description)
	end
	table.insert(resultPart, '\n|-' .. string.rep('\n!Without ' .. CCIIcon .. '\n!With ' .. CCIIcon, columnPairs))

	for i, rowData in ipairs(masteryActionCount) do
		local token = rowData.token
		table.insert(resultPart, '\n|-')
		local tokenImg = (token == nil and '?') or Icons.Icon({token.name, type='item', notext=true})
		table.insert(resultPart, '\n|style="text-align:center"|' .. tokenImg)
		table.insert(resultPart, '\n|' .. Icons.Icon({rowData.skill.name, type='skill'}))

		for j, levelDef in ipairs(skillLevels) do
			local actCount = rowData[levelDef.id]
			local denom, denomCCI = 0, 0
			if actCount > 0 then
				denom = math.floor(baseTokenChance / actCount)
				denomCCI = Num.round(baseTokenChance / (actCount * (1 + CCI.modifiers.offItemChance / 100)), 0, 0)
			end
			table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. denom .. '"|1/' .. Num.formatnum(denom))
			table.insert(resultPart, '\n|style="text-align:right" data-sort-value="' .. denomCCI .. '"|1/' .. Num.formatnum(denomCCI))
		end
	end
	table.insert(resultPart, '\n|}')

	return table.concat(resultPart)
end

function p.getFiremakingTable(frame)
    local args = frame.args ~= nil and frame.args or frame
    local realmName = args.realm
    local realm = p.getRealmFromName(realmName)
    if realm == nil then
        return Shared.printError('Failed to find a realm with name ' .. (realmName or 'nil'))
    end
    local skillID = 'Firemaking'

    local tableHtml = mw.html.create('table')
        :addClass('wikitable sortable stickyHeader')
    
    local headerRow0 = tableHtml:tag('tr'):addClass('headerRow-0')
    headerRow0:tag('th'):attr('colspan', '2')
                        :attr('rowspan', '2')
                        :wikitext('Logs')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext(Icons._SkillRealmIcon('Firemaking', realm.id) .. '<br>Level')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('[[DLC]]')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('Burn<br>Time')
    headerRow0:tag('th'):attr('colspan', '2')
                        :wikitext('Without Bonfire')
    headerRow0:tag('th'):attr('colspan', '2')
                        :wikitext('With Bonfire')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('Bonfire<br>Bonus')
    headerRow0:tag('th'):attr('rowspan', '2')
                        :wikitext('Bonfire<br>Time')

    local headerRow1 = tableHtml:tag('tr'):addClass('headerRow-1')
    headerRow1:tag('th'):wikitext('XP')
    headerRow1:tag('th'):wikitext('XP/s')
    headerRow1:tag('th'):wikitext('XP')
    headerRow1:tag('th'):wikitext('XP/s')

    local logsData = GameData.getEntities(SkillData.Firemaking.logs, function(obj)
        return p.getRecipeRealm(obj) == realm.id
    end)
    table.sort(logsData, function(a, b) return p.standardRecipeSort(skillID, a, b) end)
    
    for i, logData in ipairs(logsData) do
        local logs = Items.getItemByID(logData.logID)
        local name = logs.name
        local level = p.getRecipeLevel(skillID, logData)
        local baseXP = logData.baseAbyssalExperience or logData.baseExperience
        local reqText = p.getRecipeRequirementText(SkillData.Firemaking.name, logData)
        local bonfireBonus = logData.bonfireAXPBonus or logData.bonfireXPBonus
        local burnTime = logData.baseInterval / 1000
        local bonfireTime = logData.baseBonfireInterval / 1000
        local XPS = baseXP / burnTime
        local XP_BF = baseXP * (1 + bonfireBonus / 100)
        local XPS_BF = Num.round(XP_BF / burnTime, 2, 2)
        XP_BF = Num.round(XP_BF, 2, 0)

        local row = tableHtml:tag('tr')
        row:tag('td'):attr('data-sort-value', name)
                     :wikitext(Icons.Icon({name, type='item', notext=true}))
        row:tag('td'):wikitext('[[' .. name .. ']]')
        row:tag('td'):css('text-align', 'center')
                     :wikitext(level)
        row:tag('td'):css('text-align', 'center')
        		     :attr('data-sort-value', Icons.getExpansionID(logData.logID))
        		     :wikitext(Icons.getDLCColumnIcon(logData.logID))
        row:tag('td'):css('text-align', 'right')
                     :attr('data-sort-value', burnTime)
                     :wikitext(Shared.timeString(burnTime, true))
        row:tag('td'):css('text-align', 'right')
                     :attr('data-sort-value', baseXP)
                     :wikitext(Num.formatnum(baseXP))
        row:tag('td'):css('text-align', 'right')
                     :attr('data-sort-value', XPS)
                     :wikitext(Num.formatnum(Num.round(XPS, 2, 2)))
        
        if bonfireBonus == 0 then
            row:tag('td'):attr('colspan', '4')
                         :addClass('table-na')
                         :wikitext('N/A')
        else
            row:tag('td'):css('text-align', 'right')
                         :attr('data-sort-value', XP_BF)
                         :wikitext(Num.formatnum(XP_BF))
            row:tag('td'):css('text-align', 'right')
                         :attr('data-sort-value', XPS_BF)
                         :wikitext(Num.formatnum(XPS_BF, 2, 2))
            row:tag('td'):css('text-align', 'right')
                         :attr('data-sort-value', bonfireBonus)
                         :wikitext(bonfireBonus .. '%')
            row:tag('td'):css('text-align', 'right')
                         :attr('data-sort-value', bonfireTime)
                         :wikitext(Shared.timeString(bonfireTime, true))
        end
    end

    return tostring(tableHtml)
end

return p