Module:Items/ComparisonTables: Difference between revisions

From Melvor Idle
(added code to show special attacks in the Modifiers table for equipment because it seemed like the thing to do)
(Remove getDoubleLootTable, now using modifier tables instead)
 
(67 intermediate revisions by 4 users not shown)
Line 1: Line 1:
local p = {}
local p = {}


local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local Common = require('Module:Common')
local Modifiers = require('Module:Modifiers')
local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Items = require('Module:Items')
local Num = require('Module:Number')
local FL = require('Module:FunList')


local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}


local styleOverrides = {
local styleOverrides = {
Melee = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)', 'Paladin Gloves', 'Desert Wrappings', 'Almighty Lute', 'Candy Cane', 'Bob's Rake'},
Melee = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)', 'Paladin Gloves', 'Desert Wrappings', 'Almighty Lute', 'Candy Cane', "Bob's Rake", "Knight's Defender", "Ward of Flame Platebody"},
Ranged = {'Slayer Cowl (Basic)', 'Slayer Leather Body (Basic)', 'Ice Arrows'},
Ranged = {'Slayer Cowl (Basic)', 'Slayer Leather Body (Basic)', 'Ice Arrows'},
Magic = {'Slayer Wizard Hat (Basic)', 'Slayer Wizard Robes (Basic)', 'Enchanted Shield', 'Elementalist Gloves'},
Magic = {'Slayer Wizard Hat (Basic)', 'Slayer Wizard Robes (Basic)', 'Enchanted Shield', 'Elementalist Gloves', 'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
None = {},
None = {},
NotMelee = {'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
NotRanged = {},
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
}
}


function p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
local slotOverrides = {
if includeModifiers == nil then includeModifiers = false end
['2hWeapons'] = 'melvorD:2hWeapons',
if sortByName == nil then sortByName = false end
['Enhancement'] = 'melvorD:Enhancement'
}


--Getting some lists set up here that will be used later
local itemStyleOverrides = {
--First, the list of columns used by both weapons & armour
['Melee'] = {
local statColumns = {'stabAttackBonus', 'slashAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'meleeStrengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'meleeDefenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction', 'attackLevelRequired', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
'melvorF:Slayer_Helmet_Basic',
'melvorF:Slayer_Platebody_Basic',
'melvorF:Paladin_Gloves',
'melvorF:Desert_Wrappings',
'melvorF:Knights_Defender',
},
['Ranged'] = {
'melvorF:Slayer_Cowl_Basic',
'melvorF:Slayer_Leather_Body_Basic',
'melvorD:Cape_Of_Prat',
'melvorD:Ice_Arrows',
},
['Magic'] = {
'melvorF:Slayer_Wizard_Hat_Basic',
'melvorF:Slayer_Wizard_Robes_Basic',
'melvorF:Skull_Cape',
'melvorD:Enchanted_Shield',
'melvorF:Elementalist_Gloves',
'melvorTotH:Freezing_Touch_Body',
'melvorTotH:Lightning_Boots',
},
['Other'] = {


if(Shared.tableCount(itemList) == 0) then
}
return 'ERROR: you must select at least one item to get stats for[[Category:Pages with script errors]]'
}
end


local isWeaponType = ((itemList[1].validSlots ~= nil and Shared.contains(itemList[1].validSlots, 'Weapon'))
-- Categorise equipment by:
or (itemList[1].occupiesSlots ~= nil and Shared.contains(itemList[1].occupiesSlots, 'Weapon'))) and Shared.contains(weaponTypes, itemList[1].type)
-- - Equipment slot ID
-- - Style (Melee, Ranged, Magic, Other)
p.SlotEquipment = {}


--Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
function p.populateSlotEquipment()
local ignoreColumns = Shared.clone(statColumns)
-- Populate from item data
for i, item in pairs(itemList) do
local hiddenItems = {}
local ndx = 1
for _, itemID in ipairs(Items.HiddenItems) do
while Shared.tableCount(ignoreColumns) >= ndx do
hiddenItems[itemID] = true
if Items._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
table.remove(ignoreColumns, ndx)
else
ndx = ndx + 1
end
end
end
end


--Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
-- Transform style overrides into a form where items are indexed by ID
local attBonusCols = 5
local styleOverrides = {}
local strBonusCols = 2
for overType, itemIDs in pairs(itemStyleOverrides) do
local defBonusCols = 3
for _, itemID in ipairs(itemIDs) do
local lvlReqCols = 4
styleOverrides[itemID] = overType
local ndx = 1
while Shared.tableCount(statColumns) >= ndx do
local colName = statColumns[ndx]
if Shared.contains(ignoreColumns, colName) then
if Shared.contains(colName, 'AttackBonus') then attBonusCols = attBonusCols - 1 end
if Shared.contains(colName, 'trengthBonus') then strBonusCols = strBonusCols - 1 end
if Shared.contains(colName, 'efenceBonus') then defBonusCols = defBonusCols - 1 end
if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
table.remove(statColumns, ndx)
else
ndx = ndx + 1
end
end
end
end


--Alright, let's start the table by building the shared header
for _, item in ipairs(GameData.rawData.items) do
local resultPart = {}
if (
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
-- Item is not hidden (includes debug items)
if isWeaponType then
hiddenItems[item.id] == nil
--Weapons have extra columns here for Attack Speed and "Two Handed?"
-- Item isn't exclusive to Golbin Raid minigame
table.insert(resultPart, '\r\n!colspan="4"|')
and (item.golbinRaidExclusive == nil or not item.golbinRaidExclusive)
else
-- Item can be equipped to any slot
table.insert(resultPart, '\r\n!colspan="2"|')
and item.validSlots ~= nil
end
) then
if attBonusCols > 0 then
-- Item is equippment to be included within equipment tables
table.insert(resultPart, '\r\n!colspan="'..attBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Attack Bonus')
local equipEntry = {
end
['item'] = item,
if strBonusCols > 0 then
['slots'] = {},
table.insert(resultPart, '\r\n!colspan="'..strBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Str. Bonus')
['isWeapon'] = nil,
end
['style'] = nil
if Shared.contains(statColumns, 'magicDamageBonus') then
}
table.insert(resultPart, '\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Dmg Bonus')
-- Determine which slots the equipment can be equipped to
end
local occupiesSlots = item.occupiesSlots or {}
if defBonusCols > 0 then
for _, slotLocalID in ipairs(item.validSlots) do
table.insert(resultPart, '\r\n!colspan="'..defBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Defence Bonus')
local newSlotID = slotLocalID
end
-- Separate two-handed weapons from other weapons
if Shared.contains(statColumns, 'damageReduction') then
if slotLocalID == 'Weapon' and Items._getItemStat(item, 'isTwoHanded') then
table.insert(resultPart, '\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|DR')
newSlotID = '2hWeapons'
end
-- Classify javelins and throwing knives as weapons
if lvlReqCols > 0 then
elseif slotLocalID == 'Quiver' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
table.insert(resultPart, '\r\n!colspan="'..lvlReqCols..'"style="padding:0 0.5em 0 0.5em;"|Lvl Req')
newSlotID = 'Weapon'
end
-- Combine all enhancements
if includeModifiers and includeDescription then
elseif Shared.contains({'Enhancement1', 'Enhancement2', 'Enhancment3'}, slotLocalID) then
table.insert(resultPart, '\r\n!colspan="2"|')
newSlotID = 'Enhancement'
elseif includeModifiers or includeDescription then
table.insert(resultPart, '\r\n!colspan="1"|')
end
--One header row down, one to go
table.insert(resultPart, '\r\n|-class="headerRow-1"')
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Item')
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Name')
--Weapons have Attack Speed here
if isWeaponType then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed')
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?')
end
--Attack bonuses
if Shared.contains(statColumns, 'slashAttackBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'stabAttackBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'blockAttackBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedAttackBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicAttackBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--Strength bonuses
if Shared.contains(statColumns, 'meleeStrengthBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedStrengthBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicDamageBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--Defence bonuses
if Shared.contains(statColumns, 'meleeDefenceBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedDefenceBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicDefenceBonus') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'damageReduction') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
--Level requirements
if Shared.contains(statColumns, 'attackLevelRequired') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'defenceLevelRequired') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedLevelRequired') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicLevelRequired') then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--If includeModifiers is set to 'true', add the Modifiers column
if includeModifiers then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Modifiers')
end
--If includeDescription is set to 'true', add the Description column
if includeDescription then
table.insert(resultPart, '\r\n!style="padding:0 1em 0 0.5em;"|Description')
end
 
if sortByName then
table.sort(itemList, function(a, b) return a.name < b.name end)
else
table.sort(itemList, function(a, b) return a.id < b.id end)
end
for i, item in pairs(itemList) do
if isWeaponType then
--Building rows for weapons
local atkSpeed = Items._getItemStat(item, 'attackSpeed', true)
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|'..Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '\r\n| data-sort-value="' .. atkSpeed .. '" style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.round(atkSpeed / 1000, 3, 1) .. 's')
--That's the first list out of the way, now for 2-Handed
table.insert(resultPart, '\r\n| style ="text-align: right;"|')
table.insert(resultPart, Items._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No')
for j, statName in pairs(statColumns) do
local statValue = Items._getItemStat(item, statName, true)
table.insert(resultPart, '\r\n| style ="text-align: right;padding: 0 0.5em 0 0;')
if string.find(statName, '^(.+)LevelRequired$') == nil then
if statValue > 0 then
table.insert(resultPart, 'background-color:lightgreen;')
elseif statValue < 0 then
table.insert(resultPart, 'background-color:lightpink;')
end
end
end
table.insert(resultPart, '"|'..Shared.formatnum(statValue))
equipEntry.slots[newSlotID] = true
if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
end
end
--If requested, add the item Modifiers
equipEntry.isWeapon = equipEntry.slots['Weapon'] or equipEntry.slots['2hWeapons'] or Shared.contains(occupiesSlots, 'Weapon')
if includeModifiers then
 
table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
-- Determine the style of the item (Melee, Ranged, Magic, Other)
local txtLines = {}
local function hasSkillReq(reqs, localSkillID)
local modTxt = Constants.getModifiersText(item.modifiers, true)
if reqs ~= nil then
if modTxt ~= '' then
local skillID = Shared.getNamespacedID('melvorD', localSkillID)
table.insert(txtLines, modTxt)
for levelType, typeReqs in pairs(reqs) do
end
if typeReqs[skillID] ~= nil then
--For items with a special attack, show the details
return true
if item.hasSpecialAttack then
end
table.insert(txtLines, "'''Special Attack:'''")
for i, spAtt in ipairs(item.specialAttacks) do
table.insert(txtLines, spAtt.defaultChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(txtLines, spAtt.description)
end
end
end
end
table.insert(resultPart, table.concat(txtLines, '<br/>'))
return false
end
end
--If requested, add description
local levelReqs = Items._getItemLevelReqs(item)
if includeDescription then
-- Apply any overrides first
table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
if styleOverrides[item.id] ~= nil then
table.insert(resultPart, item.description ~= nil and item.description or '')
equipEntry.style = styleOverrides[item.id]
end
-- Weapon styles can be checked using the attackType property
else
elseif equipEntry.isWeapon and Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
--Building rows for armour
equipEntry.style = Shared.titleCase(item.attackType)
table.insert(resultPart, '\r\n|-')
-- Magic
table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
elseif hasSkillReq(levelReqs, 'Magic') then
table.insert(resultPart, '\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|'..Icons.Icon({item.name, type='item', noicon=true}))
equipEntry.style = 'Magic'
for j, statName in pairs(statColumns) do
-- Ranged
local statValue = Items._getItemStat(item, statName, true)
elseif (
table.insert(resultPart, '\r\n| style ="text-align: right;padding: 0 0.5em 0 0;')
hasSkillReq(levelReqs, 'Ranged')
if statValue > 0 then
or equipEntry.slots.Quiver ~= nil
table.insert(resultPart, 'background-color:lightgreen;')
or item.ammoType ~= nil
elseif statValue < 0 then
) then
table.insert(resultPart, 'background-color:lightpink;')
equipEntry.style = 'Ranged'
end
-- Melee
table.insert(resultPart, '"|'..Shared.formatnum(statValue))
elseif (
if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
hasSkillReq(levelReqs, 'Attack')
end
or hasSkillReq(levelReqs, 'Defence')
--If requested, add the item Modifiers
) then
if includeModifiers then
equipEntry.style = 'Melee'
table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
-- Other, default style if unmatched
local txtLines = {}
else
local modTxt = Constants.getModifiersText(item.modifiers, true)
equipEntry.style = 'Other'
if modTxt ~= '' then
table.insert(txtLines, modTxt)
end
--For items with a special attack, show the details
if item.hasSpecialAttack then
table.insert(txtLines, "'''Special Attack:'''")
for i, spAtt in ipairs(item.specialAttacks) do
table.insert(txtLines, spAtt.defaultChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(txtLines, spAtt.description)
end
end
table.insert(resultPart, table.concat(txtLines, '<br/>'))
end
--If requested, add description
if includeDescription then
table.insert(resultPart, '\r\n|style="text-align:left;padding:0 0.5em 0 0.5em;"|')
table.insert(resultPart, item.description ~= nil and item.description or '')
end
end
-- Finally, add the entry into the slotEquipment table
table.insert(p.SlotEquipment, equipEntry)
end
end
end
end
end


table.insert(resultPart, '\r\n|}')
p.populateSlotEquipment()


return table.concat(resultPart)
local function getEquipItemList(filter)
local equip = GameData.getEntities(p.SlotEquipment, function(x) return filter(x) end)
local items = {}
for _, entry in ipairs(equip) do
table.insert(items, entry.item)
end
return items
end
end


function p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
local function getSlotID(slot)
if type(slot) == 'number' then
local slotID = Shared.getNamespacedID('melvorD', slot)
slot = Constants.getEquipmentSlotName(slot)
local slotData = GameData.getEntityByID('equipmentSlots', slotID)
 
if slotData == nil then
if slotOverrides[slot] ~= nil then
return slotOverrides[slot]
end
 
-- slotID invalid, check if user provided a slot name
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
if slotData == nil then
return nil
end
slotID = slotData.id
end
end
return slotID
end


local itemList = Items.getItems(function(item)
local function getItemDesc(item)
-- Exclude Golbin raid exclusives for now, such that they don't
if item.customDescription ~= nil then
-- pollute various equipment tables
return item.customDescription
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
elseif item.modifiers ~= nil then
return false
return Modifiers.getModifiersText(item.modifiers, false, false)
end
else
local isMatch = true
return ''
if style == 'Melee' then
end
if (Items._getItemStat(item, 'defenceLevelRequired') == nil and Items._getItemStat(item, 'attackLevelRequired') == nil) and not Shared.contains(styleOverrides.Melee, item.name) then isMatch = false end
end
elseif style == 'Ranged' then
if Items._getItemStat(item, 'rangedLevelRequired') == nil and not Shared.contains(styleOverrides.Ranged, item.name) then isMatch = false end
elseif style == 'Magic' then
if Items._getItemStat(item, 'magicLevelRequired') == nil and not Shared.contains(styleOverrides.Magic, item.name) then isMatch = false end
elseif style == 'None' then
if (Items._getItemStat(item, 'defenceLevelRequired') ~= nil or Items._getItemStat(item, 'rangedLevelRequired') ~= nil or Items._getItemStat(item, 'magicLevelRequired') ~= nil or
Shared.contains(styleOverrides.Melee, item.name) or Shared.contains(styleOverrides.Ranged, item.name) or Shared.contains(styleOverrides.Magic, item.name)) and
not Shared.contains(styleOverrides.None, item.name) then
isMatch = false
end
end
if slot == nil or not Shared.contains(item.validSlots, slot) then isMatch = false end


if isMatch and other ~= nil then
local function getItems(slotID, style)
if slot == 'Cape' then
local _, slotLocalID = Shared.getLocalID(slotID)
local isSkillcape = Shared.contains(item.name, 'Skillcape') or item.name == 'Cape of Completion'
if other == 'Skillcapes' then
isMatch = isSkillcape
elseif other == 'No Skillcapes' then
isMatch = not isSkillcape
end
end
if slot == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type
if other == 'Arrows' then
if item.ammoTypeRequired ~= 0 then isMatch = false end
elseif other == 'Bolts' then
if item.ammoTypeRequired ~= 1 then isMatch = false end
end
elseif slot == 'Quiver' then
if other == 'Arrows' then
if item.ammoType ~= 0 then isMatch = false end
elseif other == 'Bolts' then
if item.ammoType ~= 1 then isMatch = false end
elseif other == 'Javelins' then
if item.ammoType ~= 2 then isMatch = false end
elseif other == 'Throwing Knives' then
if item.ammoType ~= 3 then isMatch = false end
elseif other == 'Thrown' then
if item.ammoType ~= 2 and item.ammoType ~= 3 then isMatch = false end
end
end
end


return isMatch
return getEquipItemList(
end)
function(entry)
return (
return p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
entry.slots[slotLocalID] ~= nil
and (style == nil or style == '' or style == entry.style)
)
end
)
end
end


function p.getCategoryTable(frame)
--== Helper Functions for getCategoryTable ==--
local style = frame.args ~= nil and frame.args[1] or frame[1]
local function createStatCell(row, statVal)
local slot = frame.args ~= nil and frame.args[2] or frame[2]
local cell = row:tag('td')
local other = frame.args ~= nil and frame.args[3] or frame[3]
if statVal > 0 then
local includeModifiers = frame.args ~= nil and frame.args.includeModifiers or frame.includeModifiers
cell:addClass('table-positive')
local includeDescription = frame.args ~= nil and frame.args.includeDescription or frame.includeDescription
elseif statVal < 0 then
local sortByName = frame.args ~= nil and frame.args.sortByName or frame.sortByName
cell:addClass('table-negative')
end
if math.abs(statVal) >= 1000 then
cell:attr('data-sort-value', statVal)
end
cell:css('text-align', 'right')
return cell
end


includeModifiers = includeModifiers ~= nil and string.upper(includeModifiers) == 'TRUE' or false
local function addStatCell(row, item, stat)
includeDescription = includeDescription ~= nil and string.upper(includeDescription) == 'TRUE' or false
local statVal = 0
sortByName = sortByName ~= nil and string.upper(sortByName) == 'TRUE' or false
if item.equipmentStats ~= nil then
statVal = item.equipmentStats[stat] or 0
end
return createStatCell(row, statVal)
:wikitext(Num.formatnum(statVal))
end


return p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
local function addDRCell(row, item)
local dr = 0
local icon = nil
-- Grab damage reduction figure
if item.equipmentStats ~= nil then
if item.equipmentStats.damageReduction then
dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction'
elseif item.equipmentStats.resistanceAbyssal then
dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance'
elseif item.equipmentStats.resistanceEternal then
dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance'
end
end
local cell = createStatCell(row, dr)
-- Add DR icons, if there's any value
if dr ~= 0 then
cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ')
end
-- Add DR value
cell:wikitext(dr .. '%')
return cell
end
end


function p.getTableForList(frame)
local function getRequirements(item)
local stuffString = frame.args ~= nil and frame.args[1] or frame[1]
if item.equipRequirements == nil then
local itemNames = Shared.splitString(stuffString, ',')
return nil
end
local function getSkillName(skillID)
local _, localSkillID = GameData.getLocalID(skillID)
return localSkillID
end
local iconFuncs = {
['AbyssalLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level
end,
['SkillLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level
end,
}
local reqs = {}
local abyssalSkills = {}
local highestLvReq = 0
-- Filter out all Abyssal Levels
    for _, req in ipairs(item.equipRequirements) do
        if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end
    end
-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry
-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement.
    for _, req in ipairs(item.equipRequirements) do
if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then
-- Add requirement via factory function.
local func = iconFuncs[req.type]
if func then table.insert(reqs, func(req)) end
-- Track highest level for data sorting.
local lv = req.level or 0
if lv > highestLvReq then highestLvReq = lv end
end
    end
   
    if Shared.tableIsEmpty(abyssalSkills) == false then
    highestLvReq = highestLvReq + 200
    end


local includeModifiers = frame.args ~= nil and frame.args[2] or frame[2]
return {
includeModifiers = includeModifiers ~= nil and string.upper(includeModifiers) == 'TRUE' or false
['datasortvalue'] = highestLvReq,
['requirements'] = table.concat(reqs, '<br>')
}
end


local itemList = {}
function p.getEquipmentTable(itemList, slot, style)
local errMsg = 'ERROR: Some items not found in database: [[Category:Pages with script errors]]'
local iconSize = 20
local hasErr = false
local fl = FL.new(itemList)
for i, name in Shared.skpairs(itemNames) do
local nextItem = Items.getItem(Shared.trim(name))
-- If slot is nil, find out if we have any weapons.
if nextItem == nil then
if slot == nil then
errMsg = errMsg.." '"..name.."'"
if fl:any(function(x) return Shared.contains(x.validSlots, 'Weapon') end) then
hasErr = true
slot = 'Weapon'
else
table.insert(itemList, nextItem)
end
end
end
end
-- Sort itemList by name
itemList = fl:sortBy(function(x) return x.name end)
:sort()
:toTable()
local isWeapon = (slot == 'Weapon' or slot == '2hWeapons')
local itemColspan = 3
if isWeapon == true then itemColspan = 4 end
local html = mw.html.create('table')
:addClass('wikitable sortable stickyHeader')
:addClass('col-1-center col-3-center')
local header0 = html:tag('tr'):addClass('headerRow-0')
header0:tag('th'):attr('colspan', itemColspan)
header0:tag('th'):attr('colspan', 5)
:wikitext("Attack Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Strength Bonus")
header0:tag('th'):attr('colspan', 3)
:wikitext("Defence Bonus")


if hasErr then
header0:tag('th'):wikitext("DR/AR")
return errMsg
header0:tag('th'):wikitext()
else
return p._getEquipmentTable(itemList, includeModifiers)
local header1 = html:tag('tr'):addClass('headerRow-1')
header1:tag('th'):wikitext('Name')
:attr('colspan', 2)
header1:tag('th'):wikitext('DLC')
if isWeapon == true then
header1:tag('th'):wikitext('Attack<br>Speed')
end
end
end


function p.getDoubleLootTable(frame)
-- Attack bonuses
local modsDL = {
header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'}))
'increasedChanceToDoubleLootCombat',
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
'decreasedChanceToDoubleLootCombat',
header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'}))
'increasedChanceToDoubleLootThieving',
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
'decreasedChanceToDoubleLootThieving',
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
'increasedChanceToDoubleItemsGlobal',
 
'decreasedChanceToDoubleItemsGlobal'
--Strength bonuses
}
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
local modDetail = {}
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
for i, modName in pairs(modsDL) do
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
local mName, mText, mSign, mIsNeg, mValUnsigned = Constants.getModifierDetails(modName)
 
modDetail[modName] = { mult = (mSign == "+" and 1 or -1) }
--Defence bonuses
end
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
-- Damage reduction
header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'}))
--Level requirements
header1:tag('th'):wikitext('Equip Req')
 
-- Fill the table with all items
for _, item in ipairs(itemList) do
local row = html:tag('tr')
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true}))
:attr('data-sort-value', item.name)
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true}))
:attr('data-sort-value', item.name)
row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id))
:attr('data-sort-value', Icons.getExpansionID(item.id))


local itemList = Items.getItems(function(item)
-- Add attack speed.
if item.modifiers ~= nil then
if isWeapon == true then
for modName, val in pairs(item.modifiers) do
local atkSpeed = Items._getItemStat(item, 'attackSpeed') or 0
if Shared.contains(modsDL, modName) then return true end
if atkSpeed > 0 then
end
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's')
return false
:attr('data-sort-value', atkSpeed)
:css('text-align', 'right')
else
row:tag('td'):wikitext('N/A')
:addClass('table-na')
end
end
end)
end
table.sort(itemList, function(a, b) return a.id < b.id end)
-- Attack bonuses
addStatCell(row, item, 'stabAttackBonus')
addStatCell(row, item, 'slashAttackBonus')
addStatCell(row, item, 'blockAttackBonus')
addStatCell(row, item, 'rangedAttackBonus')
addStatCell(row, item, 'magicAttackBonus')
-- Strength bonuses
addStatCell(row, item, 'meleeStrengthBonus')
addStatCell(row, item, 'rangedStrengthBonus')
addStatCell(row, item, 'magicDamageBonus'):wikitext('%')
 
-- Defence bonuses
addStatCell(row, item, 'meleeDefenceBonus')
addStatCell(row, item, 'rangedDefenceBonus')
addStatCell(row, item, 'magicDefenceBonus')
 
-- Add Damage Reduction / Abyssal Resistance
addDRCell(row, item)


local resultPart = {}
local reqs = getRequirements(item)
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
if reqs == nil then
table.insert(resultPart, '\r\n!colspan="2"|Name!!Bonus!!Description')
row:tag('td'):wikitext('None')
for i, item in Shared.skpairs(itemList) do
:attr('data-sort-value', 0)
local lootValue = 0
else
for modName, modDet in pairs(modDetail) do
row:tag('td'):wikitext(reqs.requirements)
lootValue = lootValue + (item.modifiers[modName] or 0) * modDet.mult
:attr('data-sort-value', reqs.datasortvalue)
end
end
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|data-sort-value="'..item.name..'"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '||'..Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..lootValue..'"|'..lootValue..'%')
table.insert(resultPart, '||'..item.description)
end
end


table.insert(resultPart, '\r\n|}')
return tostring(html)
return table.concat(resultPart)
end
end


function p.getStatChangeString(item1, item2)
function p.getCategoryTable(frame)
--Used by getItemUpgradeTable to get the stat change between two items
local args = frame.args ~= nil and frame.args or frame
local changeArray = {}
local slot, style = args[1], Shared.titleCase(args[2] or '')
local slotID = getSlotID(slot)
if slotID == nil then
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
elseif style ~= nil and style ~= '' and itemStyleOverrides[style] == nil then
return Shared.printError('Invalid style: ' .. (style or 'nil'))
end


local getSpecificStatString = function(val1, val2, subStr)
return p.getEquipmentTable(getItems(slotID, style), slot)
if val1 == nil then val1 = 0 end
end
if val2 == nil then val2 = 0 end


if val1 ~= val2 then
function p.getTableForList(frame)
local txt = string.gsub(subStr, '{V}', Shared.numStrWithSign(val1 - val2))
local pFrame = frame:getParent()
table.insert(changeArray, txt)
local frameArgs = pFrame.args ~= nil and pFrame.args or frame
end
local includeModifiers = frameArgs.includeModifiers ~= nil and string.upper(frameArgs.includeModifiers) == 'TRUE' or false
end


--Unfortunately just gonna have to manually check all the changes I think...
local itemList, errItems = {}, {}
local statList = {
for i, rawItemName in ipairs(frameArgs) do
-- {'statName', 'statDescription'}
local itemName = Shared.trim(rawItemName)
{'stabAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Stab Bonus'},
local item = Items.getItem(itemName)
{'slashAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Slash Bonus'},
if item == nil then
{'blockAttackBonus', '{V} '..Icons.Icon({'Melee', notext=true})..' Block Bonus'},
table.insert(errItems, "'" .. itemName .. "'")
{'meleeStrengthBonus', '{V} '..Icons.Icon({'Strength', type='skill', notext=true})..' Strength Bonus'},
{'rangedStrengthBonus', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Strength Bonus'},
{'magicStrengthBonus', '{V}% '..Icons.Icon({'Magic', type='skill', notext=true})..' Damage Bonus'},
{'meleeDefenceBonus', '{V} '..Icons.Icon({'Defence', type='skill', notext=true})..' Defence Bonus'},
{'rangedDefenceBonus', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Defence Bonus'},
{'magicDefenceBonus', '{V} '..Icons.Icon({'Magic', type='skill', notext=true})..' Defence Bonus'},
{'damageReduction', '{V}% Damage Reduction'},
{'increasedSlayerXP', '{V}% '..Icons.Icon({'Slayer', type='skill', notext=true})..' Bonus XP'},
{'attackLevelRequired', '{V} '..Icons.Icon({'Attack', type='skill', notext=true})..' Level Required'},
{'defenceLevelRequired', '{V} '..Icons.Icon({'Defence', type='skill', notext=true})..' Level Required'},
{'rangedLevelRequired', '{V} '..Icons.Icon({'Ranged', type='skill', notext=true})..' Level Required'},
{'magicLevelRequired', '{V} '..Icons.Icon({'Magic', type='skill', notext=true})..' Level Required'},
}
for i, stat in ipairs(statList) do
if stat[1] == 'increasedSlayerXP' then
getSpecificStatString(Items._getItemModifier(item1, stat[1], 'Slayer'), Items._getItemModifier(item2, stat[1], 'Slayer'), stat[2])
else
else
getSpecificStatString(Items._getItemStat(item1, stat[1]), Items._getItemStat(item2, stat[1]), stat[2])
table.insert(itemList, item)
end
end
end
end
 
return table.concat(changeArray, '<br/>')
if not Shared.tableIsEmpty(errItems) then
return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', '))
else
return p.getEquipmentTable(itemList)
end
end
end


function p.getItemUpgradeTable(frame)
function p.getItemUpgradeTable(frame)
local category = frame.args ~= nil and frame.args[1] or frame
local args = frame.args ~= nil and frame.args or frame
local itemArray = {}
local category, usedItemName = args[1], args.usedItem
local upgradeArray = {}
local isEquipment = false
local isEquipment = false
local usedItemID = nil
if usedItemName ~= nil and usedItemName ~= '' then
local usedItem = Items.getItem(usedItemName)
if usedItem == nil then
return Shared.printError('Used item not found: ' .. usedItemName)
end
usedItemID = usedItem.id
end
local function upgradeConsumesItem(itemUpgrade, itemID)
if itemID == nil then
return true
end
for i, itemCost in ipairs(itemUpgrade.itemCosts) do
if itemCost.id == itemID then
return true
end
end
return false
end


if string.upper(category) == 'POTION' then
if string.upper(category) == 'POTION' then
itemArray = Items.getItems(function(item) return Shared.contains(item.name, 'Potion') and item.itemsRequired ~= nil end)
upgradeArray = GameData.getEntities('itemUpgrades',
function(upgrade)
return Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID)
end
)
elseif string.upper(category) == 'OTHER' then
elseif string.upper(category) == 'OTHER' then
itemArray = Items.getItems(function(item)
upgradeArray = GameData.getEntities('itemUpgrades',
return not Shared.contains(item.name, 'Potion') and item.itemsRequired ~= nil and item.validSlots == nil
function(upgrade)
end)
if not Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID) then
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots == nil or Shared.tableIsEmpty(item.validSlots)
end
end
return false
end
)
else
else
if Constants.getEquipmentSlotID(category) == nil then
-- If category is a slot name, convert it to the slot ID instead
return 'ERROR: Invalid option. Choose either an equipment slot, Potion, or Other[[Category:Pages with script errors]]'
local slotID = getSlotID(category)
if slotID ~= nil then
local slotNS, slotLocalID = Shared.getLocalID(slotID)
category = slotLocalID
end
 
if category == nil then
return Shared.printError('Invalid option. Choose either an equipment slot, Potion, or Other')
end
end
isEquipment = true
isEquipment = true
itemArray = Items.getItems(function(item)
upgradeArray = GameData.getEntities('itemUpgrades',
return item.itemsRequired ~= nil and Shared.contains(item.validSlots, category)
function(upgrade)
end)
if upgradeConsumesItem(upgrade, usedItemID) then
local item = Items.getItemByID(upgrade.upgradedItemID)
if item ~= nil then
return item.validSlots ~= nil and Shared.contains(item.validSlots, category)
end
end
return false
end
)
end
end
table.sort(itemArray, function(a, b) return a.id < b.id end)


local useStatChange = isEquipment or (string.upper(category) == 'POTION')
local resultPart = {}
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Upgraded Item!!Ingredients')
table.insert(resultPart, '\r\n!colspan="2"|Upgraded Item!!Ingredients')
if isEquipment then table.insert(resultPart, '!!Stat Change') end
if useStatChange then table.insert(resultPart, '!!Stat Change') end


for i, item in Shared.skpairs(itemArray) do
for i, upgrade in ipairs(upgradeArray) do
local item = Items.getItemByID(upgrade.upgradedItemID)
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
table.insert(resultPart, '||'..Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))


local matArray = {}
table.insert(resultPart, '|| ' .. Common.getCostString({ items = upgrade.itemCosts, gp = upgrade.gpCost, sc = upgrade.scCost}, 'None'))
local statChangeString = ''
for i, row in Shared.skpairs(item.itemsRequired) do
local mat = Items.getItemByID(row[1])
table.insert(matArray, Icons.Icon({mat.name, type='item', qty=row[2]}))


if item.validSlots ~= nil and mat.validSlots ~= nil and statChangeString == '' then
if useStatChange then
statChangeString = p.getStatChangeString(item, mat)
-- Generate stat change column
local statChangeString = ''
if not Shared.tableIsEmpty(upgrade.rootItemIDs) then
-- Some items (e.g. FEZ) may have multiple root items. Simply use the first one
local rootItem = Items.getItemByID(upgrade.rootItemIDs[1])
if rootItem ~= nil then
statChangeString = Items.getStatChangeString(item, rootItem)
end
end
end
table.insert(resultPart, '|| '..statChangeString)
end
end
if item.trimmedGPCost ~= nil and item.trimmedGPCost > 0 then
end
table.insert(matArray, Icons.GP(item.trimmedGPCost))
 
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
 
function p.getRuneProvidingItemTable(frame)
local itemArray = Items.getItems(function(item) return item.providedRunes ~= nil end)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Item!!Runes Provided')
for i, item in pairs(itemArray) do
local PR = item.providedRunes
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align: centre;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
local runeLines = {}
local sortVal = ''
for j, runePair in pairs(PR) do
local runeID = runePair.id
local qty = runePair.quantity
local rune = Items.getItemByID(runeID)
sortVal = sortVal..rune.name..qty
table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
end
end
table.insert(resultPart, '||'..table.concat(matArray, '<br/>'))
table.insert(resultPart, '\r\n|data-sort-value="'..sortVal..'"|'..table.concat(runeLines, '<br/>'))
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end


if isEquipment then
function p._getDRTable(slots, items)
table.insert(resultPart, '||'..statChangeString)
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable" style="width:90%;"')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n! style="width:4%"|DR%')
for i, slot in pairs(slots) do
table.insert(resultPart, '\r\n! '..slot)
end
local DRTable = {}
table.sort(items, function(a, b) return a.name < b.name end)
for i, item in pairs(items) do
local DR = Items._getItemStat(item, 'damageReduction', true)
local EquipSlot = Items._getItemEquipSlot(item)
if DRTable[DR] == nil then
DRTable[DR] = {}
end
if DRTable[DR][EquipSlot] == nil then
DRTable[DR][EquipSlot] = {}
end
end
table.insert(DRTable[DR][EquipSlot], Icons.Icon({item.name, type='item', expicon = Icons.getExpansionIcon(item.id)}))
end
end
 
for DR, SlotTables in Shared.skpairs(DRTable) do
table.insert(resultPart, '\r\n|-\r\n|'..DR..'%')
for i, SlotName in pairs(slots) do
table.insert(resultPart, '\r\n|')
if SlotTables[SlotName] ~= nil then
table.insert(resultPart, table.concat(SlotTables[SlotName], '<br/>'))
end
end
end
table.insert(resultPart, '\r\n|}')
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
return table.concat(resultPart)
end
function p.getDRTable(frame)
local style = frame.args ~= nil and frame.args[1] or frame
local slotNames = {}
if style == 'Other' then
slotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'}
else
slotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'}
end
local itemList = getEquipItemList(
function(entry)
if Items._getItemStat(entry.item, 'damageReduction', true) <= 0 then
-- Item provides no DR: Exclude
return false
end
-- Check equipment slot matches
local slotMatch = false
for _, slotName in ipairs(slotNames) do
if entry.slots[slotName] ~= nil then
slotMatch = true
break
end
end
if not slotMatch then
return false
end
-- Finally, ensure the style matches. If no style specified then return evertyhing
return (style == nil or style == '' or style == entry.style)
end
)
return p._getDRTable(slotNames, itemList)
end
end


return p
return p

Latest revision as of 22:46, 21 July 2024

Documentation for this module may be created at Module:Items/ComparisonTables/doc

local p = {}

local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local Common = require('Module:Common')
local Modifiers = require('Module:Modifiers')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Num = require('Module:Number')
local FL = require('Module:FunList')

local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}

local styleOverrides = {
	Melee = {'Slayer Helmet (Basic)', 'Slayer Platebody (Basic)', 'Paladin Gloves', 'Desert Wrappings', 'Almighty Lute', 'Candy Cane', "Bob's Rake", "Knight's Defender", "Ward of Flame Platebody"},
	Ranged = {'Slayer Cowl (Basic)', 'Slayer Leather Body (Basic)', 'Ice Arrows'},
	Magic = {'Slayer Wizard Hat (Basic)', 'Slayer Wizard Robes (Basic)', 'Enchanted Shield', 'Elementalist Gloves', 'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
	None = {},
	NotMelee = {'Frostspark Boots', 'Freezing Touch Body', 'Lightning Boots'},
	NotRanged = {},
	NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
}

local slotOverrides = {
	['2hWeapons'] = 'melvorD:2hWeapons',
	['Enhancement'] = 'melvorD:Enhancement'
}

local itemStyleOverrides = {
	['Melee'] = {
		'melvorF:Slayer_Helmet_Basic',
		'melvorF:Slayer_Platebody_Basic',
		'melvorF:Paladin_Gloves',
		'melvorF:Desert_Wrappings',
		'melvorF:Knights_Defender',
	},
	['Ranged'] = {
		'melvorF:Slayer_Cowl_Basic',
		'melvorF:Slayer_Leather_Body_Basic',
		'melvorD:Cape_Of_Prat',
		'melvorD:Ice_Arrows',
	},
	['Magic'] = {
		'melvorF:Slayer_Wizard_Hat_Basic',
		'melvorF:Slayer_Wizard_Robes_Basic',
		'melvorF:Skull_Cape',
		'melvorD:Enchanted_Shield',
		'melvorF:Elementalist_Gloves',
		'melvorTotH:Freezing_Touch_Body',
		'melvorTotH:Lightning_Boots',
	},
	['Other'] = {

	}
}

-- Categorise equipment by:
-- - Equipment slot ID
-- - Style (Melee, Ranged, Magic, Other)
p.SlotEquipment = {}

function p.populateSlotEquipment()
	-- Populate from item data
	local hiddenItems = {}
	for _, itemID in ipairs(Items.HiddenItems) do
		hiddenItems[itemID] = true
	end

	-- Transform style overrides into a form where items are indexed by ID
	local styleOverrides = {}
	for overType, itemIDs in pairs(itemStyleOverrides) do
		for _, itemID in ipairs(itemIDs) do
			styleOverrides[itemID] = overType
		end
	end

	for _, item in ipairs(GameData.rawData.items) do
		if (
			-- Item is not hidden (includes debug items)
			hiddenItems[item.id] == nil
			-- Item isn't exclusive to Golbin Raid minigame
			and (item.golbinRaidExclusive == nil or not item.golbinRaidExclusive)
			-- Item can be equipped to any slot
			and item.validSlots ~= nil
		) then
			-- Item is equippment to be included within equipment tables
			local equipEntry = {
				['item'] = item,
				['slots'] = {},
				['isWeapon'] = nil,
				['style'] = nil
			}
			-- Determine which slots the equipment can be equipped to
			local occupiesSlots = item.occupiesSlots or {}
			for _, slotLocalID in ipairs(item.validSlots) do
				local newSlotID = slotLocalID
				-- Separate two-handed weapons from other weapons
				if slotLocalID == 'Weapon' and Items._getItemStat(item, 'isTwoHanded') then
					newSlotID = '2hWeapons'
				-- Classify javelins and throwing knives as weapons
				elseif slotLocalID == 'Quiver' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
					newSlotID = 'Weapon'
				-- Combine all enhancements
				elseif Shared.contains({'Enhancement1', 'Enhancement2', 'Enhancment3'}, slotLocalID) then
					newSlotID = 'Enhancement'
				end
				equipEntry.slots[newSlotID] = true
			end
			equipEntry.isWeapon = equipEntry.slots['Weapon'] or equipEntry.slots['2hWeapons'] or Shared.contains(occupiesSlots, 'Weapon')

			-- Determine the style of the item (Melee, Ranged, Magic, Other)
			local function hasSkillReq(reqs, localSkillID)
				if reqs ~= nil then
					local skillID = Shared.getNamespacedID('melvorD', localSkillID)
					for levelType, typeReqs in pairs(reqs) do
						if typeReqs[skillID] ~= nil then
							return true
						end
					end
				end
				return false
			end
			local levelReqs = Items._getItemLevelReqs(item)
			-- Apply any overrides first
			if styleOverrides[item.id] ~= nil then
				equipEntry.style = styleOverrides[item.id]
			-- Weapon styles can be checked using the attackType property
			elseif equipEntry.isWeapon and Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
				equipEntry.style = Shared.titleCase(item.attackType)
			-- Magic
			elseif hasSkillReq(levelReqs, 'Magic') then
				equipEntry.style = 'Magic'
			-- Ranged
			elseif (
				hasSkillReq(levelReqs, 'Ranged')
				or equipEntry.slots.Quiver ~= nil
				or item.ammoType ~= nil
		 	) then
				equipEntry.style = 'Ranged'
			-- Melee
			elseif (
				hasSkillReq(levelReqs, 'Attack')
				or hasSkillReq(levelReqs, 'Defence')
			) then
				equipEntry.style = 'Melee'
			-- Other, default style if unmatched
			else
				equipEntry.style = 'Other'
			end
			-- Finally, add the entry into the slotEquipment table
			table.insert(p.SlotEquipment, equipEntry)
		end
	end
end

p.populateSlotEquipment()

local function getEquipItemList(filter)
	local equip = GameData.getEntities(p.SlotEquipment, function(x) return filter(x) end)
	local items = {}
	for _, entry in ipairs(equip) do
		table.insert(items, entry.item)
	end
	return items
end

local function getSlotID(slot)
	local slotID = Shared.getNamespacedID('melvorD', slot)
	local slotData = GameData.getEntityByID('equipmentSlots', slotID)

	if slotData == nil then
		if slotOverrides[slot] ~= nil then
			return slotOverrides[slot]
		end

		-- slotID invalid, check if user provided a slot name
		slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
		if slotData == nil then
			return nil
		end
		slotID = slotData.id
	end
	return slotID
end

local function getItemDesc(item)
	if item.customDescription ~= nil then
		return item.customDescription
	elseif item.modifiers ~= nil then
		return Modifiers.getModifiersText(item.modifiers, false, false)
	else
		return ''
	end
end

local function getItems(slotID, style)
	local _, slotLocalID = Shared.getLocalID(slotID)

	return getEquipItemList(
		function(entry)
			return (
				entry.slots[slotLocalID] ~= nil
				and (style == nil or style == '' or style == entry.style)
			)
		end
	)
end

--== Helper Functions for getCategoryTable ==--
local function createStatCell(row, statVal)
	local cell = row:tag('td')
	if statVal > 0 then
		cell:addClass('table-positive')
	elseif statVal < 0 then
		cell:addClass('table-negative')
	end
	if math.abs(statVal) >= 1000 then
		cell:attr('data-sort-value', statVal)
	end
	cell:css('text-align', 'right')
	return cell
end

local function addStatCell(row, item, stat)
	local statVal = 0
	if item.equipmentStats ~= nil then
		statVal = item.equipmentStats[stat] or 0
	end
	
	return createStatCell(row, statVal)
		:wikitext(Num.formatnum(statVal))
end

local function addDRCell(row, item)
	local dr = 0
	local icon = nil
	
	-- Grab damage reduction figure
	if item.equipmentStats ~= nil then
		if item.equipmentStats.damageReduction then
			dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction'
		elseif item.equipmentStats.resistanceAbyssal then
			dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance'
		elseif item.equipmentStats.resistanceEternal then
			dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance'
		end
	end
	
	local cell = createStatCell(row, dr)
	
	-- Add DR icons, if there's any value
	if dr ~= 0 then
		cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ')
	end
	
	-- Add DR value
	cell:wikitext(dr .. '%')
	return cell
end

local function getRequirements(item)
	if item.equipRequirements == nil then 
		return nil
	end
	
	local function getSkillName(skillID)
		local _, localSkillID = GameData.getLocalID(skillID)
		return localSkillID
	end
	
	local iconFuncs = {
		['AbyssalLevel'] = function(x) 
			return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level 
		end,
		['SkillLevel'] = function(x) 
			return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level 
		end,
	}
	
	local reqs = {}
	local abyssalSkills = {}
	local highestLvReq = 0
	
	-- Filter out all Abyssal Levels
    for _, req in ipairs(item.equipRequirements) do
        if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end
    end
	
	-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry
	-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement.
    for _, req in ipairs(item.equipRequirements) do
		if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then
			-- Add requirement via factory function.
			local func = iconFuncs[req.type]
			if func then table.insert(reqs, func(req)) end
			
			-- Track highest level for data sorting.
			local lv = req.level or 0
			if lv > highestLvReq then highestLvReq = lv end
		end
    end
    
    if Shared.tableIsEmpty(abyssalSkills) == false then
    	highestLvReq = highestLvReq + 200
    end

	return {
		['datasortvalue'] = highestLvReq,
		['requirements'] = table.concat(reqs, '<br>')
	}
end

function p.getEquipmentTable(itemList, slot, style)
	local iconSize = 20
	local fl = FL.new(itemList)
	
	-- If slot is nil, find out if we have any weapons.
	if slot == nil then
		if fl:any(function(x) return Shared.contains(x.validSlots, 'Weapon') end) then
			slot = 'Weapon'
		end
	end
	
	-- Sort itemList by name
	itemList = fl:sortBy(function(x) return x.name end)
				 :sort()
				 :toTable()
				 
	local isWeapon = (slot == 'Weapon' or slot == '2hWeapons')
	local itemColspan = 3
	if isWeapon == true then itemColspan = 4 end
	
	local html = mw.html.create('table')
		:addClass('wikitable sortable stickyHeader')
		:addClass('col-1-center col-3-center')

	local header0 = html:tag('tr'):addClass('headerRow-0')
	header0:tag('th'):attr('colspan', itemColspan)
	header0:tag('th'):attr('colspan', 5)
					 :wikitext("Attack Bonus")
	header0:tag('th'):attr('colspan', 3)
					 :wikitext("Strength Bonus")
	header0:tag('th'):attr('colspan', 3)
					 :wikitext("Defence Bonus")

	header0:tag('th'):wikitext("DR/AR")
	header0:tag('th'):wikitext()
	
	local header1 = html:tag('tr'):addClass('headerRow-1')
	header1:tag('th'):wikitext('Name')
					 :attr('colspan', 2)
	header1:tag('th'):wikitext('DLC')
	if isWeapon == true then
		header1:tag('th'):wikitext('Attack<br>Speed')
	end

	-- Attack bonuses
	header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))

	--Strength bonuses
	header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))

	--Defence bonuses
	header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
	header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
	
	-- Damage reduction
	header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'}))
	
	--Level requirements
	header1:tag('th'):wikitext('Equip Req')

	-- Fill the table with all items
	for _, item in ipairs(itemList) do
		local row = html:tag('tr')
		row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true}))
					 :attr('data-sort-value', item.name)
		row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true}))
					 :attr('data-sort-value', item.name)
		row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id))
					 :attr('data-sort-value', Icons.getExpansionID(item.id))

		-- Add attack speed.
		if isWeapon == true then
			local atkSpeed = Items._getItemStat(item, 'attackSpeed') or 0
			if atkSpeed > 0 then
				row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's')
							 :attr('data-sort-value', atkSpeed)
							 :css('text-align', 'right')
			else
				row:tag('td'):wikitext('N/A')
							 :addClass('table-na')
			end
		end
		
		-- Attack bonuses
		addStatCell(row, item, 'stabAttackBonus')
		addStatCell(row, item, 'slashAttackBonus')
		addStatCell(row, item, 'blockAttackBonus')
		addStatCell(row, item, 'rangedAttackBonus')
		addStatCell(row, item, 'magicAttackBonus')
		
		-- Strength bonuses
		addStatCell(row, item, 'meleeStrengthBonus')
		addStatCell(row, item, 'rangedStrengthBonus')
		addStatCell(row, item, 'magicDamageBonus'):wikitext('%')	

		-- Defence bonuses
		addStatCell(row, item, 'meleeDefenceBonus')
		addStatCell(row, item, 'rangedDefenceBonus')
		addStatCell(row, item, 'magicDefenceBonus')

		-- Add Damage Reduction / Abyssal Resistance
		addDRCell(row, item)

		local reqs = getRequirements(item)
		if reqs == nil then
			row:tag('td'):wikitext('None')
						 :attr('data-sort-value', 0)
		else
			row:tag('td'):wikitext(reqs.requirements)
						 :attr('data-sort-value', reqs.datasortvalue)
		end
	end

	return tostring(html)
end

function p.getCategoryTable(frame)
	local args = frame.args ~= nil and frame.args or frame
	local slot, style = args[1], Shared.titleCase(args[2] or '')
	local slotID = getSlotID(slot)
	if slotID == nil then
		return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
	elseif style ~= nil and style ~= '' and itemStyleOverrides[style] == nil then
		return Shared.printError('Invalid style: ' .. (style or 'nil'))
	end

	return p.getEquipmentTable(getItems(slotID, style), slot)
end

function p.getTableForList(frame)
	local pFrame = frame:getParent()
	local frameArgs = pFrame.args ~= nil and pFrame.args or frame
	local includeModifiers = frameArgs.includeModifiers ~= nil and string.upper(frameArgs.includeModifiers) == 'TRUE' or false

	local itemList, errItems = {}, {}
	for i, rawItemName in ipairs(frameArgs) do
		local itemName = Shared.trim(rawItemName)
		local item = Items.getItem(itemName)
		if item == nil then
			table.insert(errItems, "'" .. itemName .. "'")
		else
			table.insert(itemList, item)
		end
	end
	
	if not Shared.tableIsEmpty(errItems) then
		return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', '))
	else
		return p.getEquipmentTable(itemList)
	end
end

function p.getItemUpgradeTable(frame)
	local args = frame.args ~= nil and frame.args or frame
	local category, usedItemName = args[1], args.usedItem
	local upgradeArray = {}
	local isEquipment = false
	
	local usedItemID = nil
	if usedItemName ~= nil and usedItemName ~= '' then
		local usedItem = Items.getItem(usedItemName)
		if usedItem == nil then
			return Shared.printError('Used item not found: ' .. usedItemName)
		end
		usedItemID = usedItem.id
	end
	
	local function upgradeConsumesItem(itemUpgrade, itemID)
		if itemID == nil then
			return true
		end	
		for i, itemCost in ipairs(itemUpgrade.itemCosts) do
			if itemCost.id == itemID then
				return true
			end
		end
		return false
	end

	if string.upper(category) == 'POTION' then
		upgradeArray = GameData.getEntities('itemUpgrades',
			function(upgrade)
				return Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID)
			end
			)
	elseif string.upper(category) == 'OTHER' then
		upgradeArray = GameData.getEntities('itemUpgrades',
			function(upgrade)
				if not Shared.contains(upgrade.upgradedItemID, 'Potion') and upgradeConsumesItem(upgrade, usedItemID) then
					local item = Items.getItemByID(upgrade.upgradedItemID)
					if item ~= nil then
						return item.validSlots == nil or Shared.tableIsEmpty(item.validSlots)
					end
				end
				return false
			end
			)
	else
		-- If category is a slot name, convert it to the slot ID instead
		local slotID = getSlotID(category)
		if slotID ~= nil then
			local slotNS, slotLocalID = Shared.getLocalID(slotID)
			category = slotLocalID
		end

		if category == nil then
			return Shared.printError('Invalid option. Choose either an equipment slot, Potion, or Other')
		end
		isEquipment = true
		upgradeArray = GameData.getEntities('itemUpgrades',
			function(upgrade)
				if upgradeConsumesItem(upgrade, usedItemID) then
					local item = Items.getItemByID(upgrade.upgradedItemID)
					if item ~= nil then
						return item.validSlots ~= nil and Shared.contains(item.validSlots, category)
					end
				end
				return false
			end
			)
	end

	local useStatChange = isEquipment or (string.upper(category) == 'POTION')
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!colspan="2"|Upgraded Item!!Ingredients')
	if useStatChange then table.insert(resultPart, '!!Stat Change') end

	for i, upgrade in ipairs(upgradeArray) do
		local item = Items.getItemByID(upgrade.upgradedItemID)
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
		table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))

		table.insert(resultPart, '|| ' .. Common.getCostString({ items = upgrade.itemCosts, gp = upgrade.gpCost, sc = upgrade.scCost}, 'None'))

		if useStatChange then
			-- Generate stat change column
			local statChangeString = ''
			if not Shared.tableIsEmpty(upgrade.rootItemIDs) then
				-- Some items (e.g. FEZ) may have multiple root items. Simply use the first one
				local rootItem = Items.getItemByID(upgrade.rootItemIDs[1])
				if rootItem ~= nil then
					statChangeString = Items.getStatChangeString(item, rootItem)
				end
			end
			table.insert(resultPart, '|| '..statChangeString)
		end
	end

	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
end

function p.getRuneProvidingItemTable(frame)
	local itemArray = Items.getItems(function(item) return item.providedRunes ~= nil end)
	
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!colspan="2"|Item!!Runes Provided')
	
	for i, item in pairs(itemArray) do
		local PR = item.providedRunes
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|style="text-align: centre;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
		table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
		local runeLines = {}
		local sortVal = ''
		for j, runePair in pairs(PR) do
			local runeID = runePair.id
			local qty = runePair.quantity
			local rune = Items.getItemByID(runeID)
			sortVal = sortVal..rune.name..qty
			table.insert(runeLines, Icons.Icon({rune.name, type='item', qty=qty}))
		end
		table.insert(resultPart, '\r\n|data-sort-value="'..sortVal..'"|'..table.concat(runeLines, '<br/>'))
	end
	
	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
end

function p._getDRTable(slots, items)
	local resultPart = {}
	
	table.insert(resultPart, '{| class="wikitable sortable" style="width:90%;"')
	table.insert(resultPart, '\r\n|-')
	table.insert(resultPart, '\r\n! style="width:4%"|DR%')
	for i, slot in pairs(slots) do
		table.insert(resultPart, '\r\n! '..slot)
	end
	
	local DRTable = {}
	table.sort(items, function(a, b) return a.name < b.name end)
	
	for i, item in pairs(items) do
		local DR = Items._getItemStat(item, 'damageReduction', true)
		local EquipSlot = Items._getItemEquipSlot(item)
		if DRTable[DR] == nil then
			DRTable[DR] = {}
		end
		if DRTable[DR][EquipSlot] == nil then
			DRTable[DR][EquipSlot] = {}
		end
		table.insert(DRTable[DR][EquipSlot], Icons.Icon({item.name, type='item', expicon = Icons.getExpansionIcon(item.id)}))
	end
	
	for DR, SlotTables in Shared.skpairs(DRTable) do
		table.insert(resultPart, '\r\n|-\r\n|'..DR..'%')
		for i, SlotName in pairs(slots) do
			table.insert(resultPart, '\r\n|')
			if SlotTables[SlotName] ~= nil then
				table.insert(resultPart, table.concat(SlotTables[SlotName], '<br/>'))
			end
		end
	end
	
	table.insert(resultPart, '\r\n|}')
	
	return table.concat(resultPart)
end

function p.getDRTable(frame)
	local style = frame.args ~= nil and frame.args[1] or frame
	local slotNames = {}
	if style == 'Other' then
		slotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'}
	else
		slotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'}
	end
	
	local itemList = getEquipItemList(
		function(entry)
			if Items._getItemStat(entry.item, 'damageReduction', true) <= 0 then
				-- Item provides no DR: Exclude
				return false
			end

			-- Check equipment slot matches
			local slotMatch = false
			for _, slotName in ipairs(slotNames) do
				if entry.slots[slotName] ~= nil then
					slotMatch = true
					break
				end
			end
			if not slotMatch then
				return false
			end

			-- Finally, ensure the style matches. If no style specified then return evertyhing
			return (style == nil or style == '' or style == entry.style)
		end
	)

	return p._getDRTable(slotNames, itemList)
end

return p