Module:Skills: Difference between revisions

From Melvor Idle
(Added some Thieving NPC related functions)
(Add Archaeology recipe key)
 
(77 intermediate revisions by 6 users not shown)
Line 1: Line 1:
--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
end


function p.getSkillName(skillID)
function p.getRecipeLevel(skillID, recipe)
  for skName, ID in Shared.skpairs(Constants.skill) do
local level, isAbyssal = p.getRecipeLevelRealm(skillID, recipe)
    if ID == skillID then
return level
      return skName
    end
  end
  return nil
end
end


function p.getThievingNPCByID(ID)
function p.getRecipeRequirementText(skillName, recipe)
  local result = Shared.clone(SkillData.Thieving[ID + 1])
local reqText = {}
  if result ~= nil then
if recipe.abyssalLevel ~= nil and recipe.abyssalLevel > 0 then
    result.id = ID
table.insert(reqText, Icons._SkillReq(skillName, recipe.abyssalLevel, false, 'melvorItA:Abyssal'))
  end
elseif recipe.level ~= nil and recipe.level > 0 then
  return result
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
end


function p.getThievingNPC(name)
function p.standardRecipeSort(skillID, recipeA, recipeB)
  local result = nil
local levelA, isAbyssalA = p.getRecipeLevelRealm(skillID, recipeA)
  for i, npc in pairs(SkillData.Thieving) do
local levelB, isAbyssalB = p.getRecipeLevelRealm(skillID, recipeB)
    if name == npc.name then
local isAbyssalNumA, isAbyssalNumB = (isAbyssalA and 1) or 0, (isAbyssalB and 1) or 0
      result = Shared.clone(npc)
      result.id = i - 1
      break
    end
  end
  return result
end


function p.getThievingNPCStat(frame)
return (isAbyssalA == isAbyssalB and levelA < levelB) or isAbyssalNumA < isAbyssalNumB
  local args = frame.args ~= nil and frame.args or frame
  local npcName = args[1]
  local statName = args[2]
  local npc = p.getThievingNPC(npcName)
  if npc == nil then
    return 'ERROR: Failed to find Thieving NPC with name ' .. name .. '[[Category:Pages with script errors]]'
  end
 
  return p._getThievingNPCStat(npc, statName)
end
end


function p._getThievingNPCStat(npc, stat)
  local result = npc[stat]
  -- Overrides below
  if stat == 'maxHit' then
    result = result * 10
  elseif stat == 'lootTable' then
    return p._formatLootTable(npc['lootTable'])
  elseif stat == 'requirements' then
  if npc['level'] ~= nil then
    result = Icons._SkillReq('Thieving', npc['level'], true)
  else
    result = 'None'
  end
  end


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


function p._formatLootTable(lootTableIn)
function p.getRealmFromName(realmName)
  -- Expects lootTableIn to be in format {{itemID_1, itemWeight_1}, ..., {itemID_n, itemWeight_n}}
local realm = nil
  if Shared.tableCount(lootTableIn) == 0 then
if realmName == nil or realmName == '' then
    return ''
-- Default realm
  end
realm = GameData.getEntityByID('realms', 'melvorD:Melvor')
else
realm = GameData.getEntityByName('realms', realmName)
end
return realm
end


  local lootTable = Shared.clone(lootTableIn)
function p.getMasteryActionCount(skillID, realmID, levelLimit)
  -- Sort table from most to least common drop
local actCount = 0
  table.sort(lootTable, function(a, b)
local skillNS, skillLocalID = Shared.getLocalID(skillID)
                          return a[2] > b[2]
local skillData = SkillData[skillLocalID]
                        end)
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 totalWeight = 0
-- Thieving
  for i, drop in pairs(lootTable) do
function p.getThievingNPCByID(npcID)
    totalWeight = totalWeight + drop[2]
return GameData.getEntityByID(SkillData.Thieving.npcs, npcID)
  end
end
  if totalWeight == 0 then
    return ''
  end


  -- Get the length (in characters) of the largest drop chance so that they can be right aligned
function p.getThievingNPC(npcName)
  local maxDropLen = string.len(Shared.round(lootTable[1][2] / totalWeight * 100, 2, 2))
return GameData.getEntityByName(SkillData.Thieving.npcs, npcName)
  local returnPart = {}
end
  for i, drop in pairs(lootTable) do
    local item, itemText, dropChance = Items.getItemByID(drop[1]), nil, Shared.round(drop[2] / totalWeight * 100, 2, 2)
    if item == nil then
      itemText = 'Unknown'
    else
      itemText = Icons.Icon({item.name, type='item'})
    end
    table.insert(returnPart, '* ' .. string.rep('&nbsp;', math.max(0, (maxDropLen - string.len(dropChance)) * 2)) .. dropChance .. '% ' .. itemText)
  end


  return table.concat(returnPart, '\n\r')
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
end


function p.getMasteryUnlockTable(frame)
function p._getThievingNPCStat(npc, statName)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local result = nil
  local skillID = p.getSkillID(skillName)
 
  if skillID == nil then
if statName == 'level' then
    return "ERROR: Failed to find a skill ID for "..skillName
result = Icons._SkillReq('Thieving', npc.level)
  end
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


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


  local result = '{|class="wikitable"\r\n!Level!!Unlock'
return result
  for i, unlock in Shared.skpairs(unlockTable) do
    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.getThievingNPCStat(frame)
  local skillName = frame.args ~= nil and frame.args[1] or frame
local npcName = frame.args ~= nil and frame.args[1] or frame[1]
  local skillID = p.getSkillID(skillName)
local statName = frame.args ~= nil and frame.args[2] or frame[2]
  if skillID == nil then
local npc = p.getThievingNPC(npcName)
    return "ERROR: Failed to find a skill ID for "..skillName
if npc == nil then
  end
return Shared.printError('Invalid Thieving NPC ' .. npcName)
end
 
return p._getThievingNPCStat(npc, statName)
end


  if SkillData.MasteryCheckpoints[skillID] == nil then
function p.getThievingSourcesForItem(itemID)
    return 'ERROR: Failed to find Mastery Unlock data for '..skillName
local resultArray = {}
  end
local areaNPCs = {}


  local bonuses = SkillData.MasteryCheckpoints[skillID].bonuses
--First check area unique drops
  local totalPoolXP = SkillData.MasteryPoolXP[skillID + 1]
--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


  local result = '{|class="wikitable"\r\n!Pool %!!style="width:100px"|Pool XP!!Bonus'
--Now go through and get drop chances on each NPC if needed
  for i, bonus in Shared.skpairs(bonuses) do
for i, npc in pairs(SkillData.Thieving.npcs) do
    result = result..'\r\n|-'
local totalWt = 0
    result = result..'\r\n|'..(MasteryCheckpoints[i] * 100)..'%||'
local dropWt = 0
    result = result..Shared.formatnum(totalPoolXP * MasteryCheckpoints[i])..' xp||'..bonus
local dropQty = { min = 0, max = 0 }
  end
for j, drop in ipairs(npc.lootTable) do
  result = result..'\r\n|-\r\n!colspan="2"|Total Mastery Pool XP'
totalWt = totalWt + drop.weight
  result = result..'\r\n|'..Shared.formatnum(totalPoolXP)
if drop.itemID == itemID then
  result = result..'\r\n|}'
dropWt = drop.weight
  return result
dropQty = { min = drop.minQuantity, max = drop.maxQuantity }
end
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


function p._getFarmingTable(category)
--Chance of -1 on unique drops is to indicate variable chance
  local seedList = {}
if npc.uniqueDrop ~= nil and npc.uniqueDrop.id == itemID then
  if category == 'Allotment' or category == 'Herb' or category == 'Tree' 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'})
    seedList = Items.getItems(function(item) return item.tier == category end)
end
  else
    return 'ERROR: Invalid farming category. Please choose Allotment, Herb, or Tree'
  end


  local result = '{|class="wikitable sortable stickyHeader"'
local areaNPC = areaNPCs[npc.id]
  result = result..'\r\n|- class="headerRow-0"'
if areaNPC ~= nil then
  result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
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'})
  result = result..'!!XP!!Growth Time!!Seed Value'
end
  if category == 'Allotment' then
end
    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
for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
    result = result..'\r\n|-'
if drop.itemID == itemID then
    result = result..'\r\n|'..Icons.Icon({seed.name, type='item', size='50', notext=true})..'||[['..seed.name..']]'
if drop.npcs == nil then
    result = result..'||'..seed.farmingLevel..'||'..Shared.formatnum(seed.farmingXP)
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'})
    result = result..'||data-sort-value="'..seed.timeToGrow..'"|'..Shared.timeString(seed.timeToGrow, true)
else
    result = result..'||data-sort-value="'..seed.sellsFor..'"|'..Icons.GP(seed.sellsFor)
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


    local crop = Items.getItemByID(seed.grownItemID)
return resultArray
    result = result..'||'..Icons.Icon({crop.name, type='item', size='50', notext=true})..'||[['..crop.name..']]'
end
    if category == 'Allotment' then
      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|}'
-- Astrology
  return result
function p.getConstellationByID(constID)
return GameData.getEntityByID(SkillData.Astrology.recipes, constID)
end
end


function p.getFarmingTable(frame)
function p.getConstellation(constName)
  local category = frame.args ~= nil and frame.args[1] or frame
return GameData.getEntityByName(SkillData.Astrology.recipes, constName)
end


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


function p.getFarmingFoodTable(frame)
-- Combines Astrology constellation modifiers into an object similar to other entities,
  local result = '{| class="wikitable sortable stickyHeader"'
-- and multiplies the values up to their maximum possible amount
  result = result..'\r\n|- class="headerRow-0"'
function p._getConstellationModifiers(cons)
  result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
local result = {}
  result = result..'!!Healing!!Value'
local modKeys = { 'standardModifiers', 'uniqueModifiers', 'abyssalModifiers' }
 
  local itemArray = Items.getItems(function(item) return item.grownItemID ~= nil end)


  table.sort(itemArray, function(a, b) return a.farmingLevel < b.farmingLevel end)
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


  for i, item in Shared.skpairs(itemArray) do
-- Mastery
    local crop = Items.getItemByID(item.grownItemID)
function p.getMasteryUnlockTable(frame)
    if crop.healsFor ~= nil and crop.healsFor > 0 then
local skillName = frame.args ~= nil and frame.args[1] or frame
      result = result..'\r\n|-'
local skillID = Constants.getSkillID(skillName)
      result = result..'\r\n|'..Icons.Icon({crop.name, type='item', notext='true', size='50'})..'||[['..crop.name..']]'
if skillID == nil then
      result = result..'||style="text-align:right;"|'..item.farmingLevel
return Shared.printError('Failed to find a skill ID for ' .. skillName)
      result = result..'||style="text-align:right" data-sort-value="'..crop.healsFor..'"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..(crop.healsFor * 10)
end
      result = result..'||style="text-align:right" data-sort-value="'..crop.sellsFor..'"|'..Icons.GP(crop.sellsFor)
    end
  end


  result = result..'\r\n|}'
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)


  return result
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
end


function p.getFarmingPlotTable(frame)
function p.getMasteryCheckpointTable(frame)
  local areaName = frame.args ~= nil and frame.args[1] or frame
local args = frame.args ~= nil and frame.args or frame
  local patches = nil
local skillName = args[1]
  for i, area in Shared.skpairs(SkillData.Farming.Patches) do
local realmName = args.realm
    if area.areaName == areaName then
      patches = area.patches
      break
    end
  end
  if patches == nil then
    return "ERROR: Invalid area name.[[Category:Pages with script errors"
  end


  local result = '{|class="wikitable"'
local realm = p.getRealmFromName(realmName)
  result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'
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


  for i, patch in Shared.skpairs(patches) do
local _, localSkillID = GameData.getLocalID(skillID)
    result = result..'\r\n|-\r\n|'..i
local checkpoints = SkillData[localSkillID].masteryPoolBonuses
    result = result..'||style="text-align:right;" data-sort-value="0"|'..patch.level
if checkpoints == nil then
    if patch.cost == 0 then
return Shared.printError('Failed to find Mastery checkpoint data for ' .. skillName)
      result = result..'||Free'
end
    else
      result = result..'||style="text-align:right;" data-sort-value="'..patch.cost..'"|'..Icons.GP(patch.cost)
    end
  end


  result = result..'\r\n|}'
local totalPoolXP = p.getMasteryActionCount(localSkillID, realm.id) * 500000
  return result
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
end


function p.getPotionNavbox(frame)
function p.getMasteryTokenTable()
  --
-- Defines which skill levels should be included within the output
  local result = '{| class="wikitable" style="margin:auto; clear:both; width: 100%"'
local skillLevels = {
  result = result..'\r\n!colspan=2|'..Icons.Icon({'Herblore', 'Potions', type='skill'})
{
["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 CombatPots = {}
local tokens = Items.getItems(function(item) return item.itemType == 'MasteryToken' end)
  local SkillPots = {}
local tokenItems = {}
  for i, potData in Shared.skpairs(SkillData.Herblore.ItemData) do
for _, item in ipairs(tokens) do
    if potData.category == 0 then
if item.realm == 'melvorD:Melvor' and item.skill ~= nil then
      table.insert(CombatPots, Icons.Icon({potData.name, type='item', img=(potData.name..' I')}))
local skillNS, skillLocalID = Shared.getLocalID(item.skill)
    else
tokenItems[skillLocalID] = item
      if potData.name == 'Bird Nests Potion' then
end
        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')}))
      end
    end
  end


  result = result..'\r\n|-\r\n!Combat Potions\r\n|class="center" style="vertical-align:middle;"'
-- Iterate over each skill with mastery, determining the number of
  result = result..'|'..table.concat(CombatPots, ' • ')
-- mastery actions for each
  result = result..'\r\n|-\r\n!Skill Potions\r\n|class="center" style="vertical-align:middle;"'
for skillLocalID, skill in pairs(SkillData) do
  result = result..'|'..table.concat(SkillPots, ' • ')
if skill.masteryPoolBonuses ~= nil then
  result = result..'\r\n|}'
local actCount = { ["skill"] = skill, ["token"] = tokenItems[skillLocalID] }
  return result
for i, levelDef in ipairs(skillLevels) do
end
actCount[levelDef.id] = p.getMasteryActionCount(skillLocalID, 'melvorD:Melvor', levelDef.level)
end
table.insert(masteryActionCount, actCount)
end
end


function p.getSmithingTable(frame)
local firstID = skillLevels[1].id
  local tableType = frame.args ~= nil and frame.args[1] or frame
table.sort(masteryActionCount,
  local bar = nil
function(a, b)
  if tableType ~= 'Smelting' then
if a[firstID] == b[firstID] then
    bar = Items.getItem(tableType)
return a.skill.name < b.skill.name
    if bar == nil then
else
      return 'ERROR: Could not find an item named '..tableType..' to build a smithing table with'
return a[firstID] > b[firstID]
    elseif bar.type ~= 'Bar' then
end
      return 'ERROR: '..tableType.." is not a bar and thus can't be used for smithing"
end)
    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'


  for i, logData in Shared.skpairs(SkillData.Firemaking) do
    local tableHtml = mw.html.create('table')
    result = result..'\r\n|-'
        :addClass('wikitable sortable stickyHeader')
    local name = Shared.titleCase(logData.type..' Logs')
   
    result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='item', size='50', notext=true})
    local headerRow0 = tableHtml:tag('tr'):addClass('headerRow-0')
    result = result..'||[['..name..']]'
    headerRow0:tag('th'):attr('colspan', '2')
    result = result..'||style ="text-align: right;"|'..logData.level
                        :attr('rowspan', '2')
    result = result..'||style ="text-align: right;"|'..logData.xp
                        :wikitext('Logs')
    local burnTime = logData.interval / 1000
    headerRow0:tag('th'):attr('rowspan', '2')
    local XPS = logData.xp / burnTime
                        :wikitext(Icons._SkillRealmIcon('Firemaking', realm.id) .. '<br>Level')
    result = result..'||style ="text-align: right;" data-sort-value="'..burnTime..'"|'..Shared.timeString(burnTime, true)
    headerRow0:tag('th'):attr('rowspan', '2')
    result = result..'||style ="text-align: right;" data-sort-value="'..XPS..'"|'..Shared.round(XPS, 2, 2)
                        :wikitext('[[DLC]]')
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireBonus..'"|'..logData.bonfireBonus..'%'
    headerRow0:tag('th'):attr('rowspan', '2')
    result = result..'||style ="text-align: right;" data-sort-value="'..logData.bonfireInterval..'"|'..Shared.timeString(logData.bonfireInterval / 1000, true)
                        :wikitext('Burn<br>Time')
  end
    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


  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