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| local Shared = require('Module:Shared')
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| local Icons = require('Module:Icons')
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| local GameData = require('Module:GameData')
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| local Constants = require('Module:Constants')
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|
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|
|
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| local p = {}
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|
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| local Township = GameData.getSkillData('melvorD:Township')
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| p.Township = Township
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|
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| -- Returns the namespace name (eventually we should use an icon)
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| function p.PLACEHOLDER_NAMESPACE_ICON(namespace)
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| local namespaces = {
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| melvorD = 'Demo',
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| melvorF = 'Full',
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| melvorTotH = 'TotH'
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| }
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| return namespaces[namespace]
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| end
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|
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| -- Returns the recipe for the item of a desired skill.
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| -- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data so we instead use this quick function
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| function p._FindItemRecipes(itemid, skill)
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|
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| -- No skill? No recipes
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| if skill == nil then
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| return {}
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| end
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|
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| -- the key name for each skill in the json file
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| local skill_recipe_keys = {
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| ['melvorD:Woodcutting'] = {recipes='trees', productID='productId'}, -- lowercase "d"
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| ['melvorD:Fishing'] = {recipes='fish', productID='productId'}, -- lowercase "d"
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| ['melvorD:Cooking'] = {recipes='recipes', productID='productID'},
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| ['melvorD:Mining'] = {recipes='rockData', productID='productId'}, -- lowercase "d"
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| ['melvorD:Smithing'] = {recipes='recipes', productID='productID'},
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| ['melvorD:Farming'] = {recipes='recipes', productID='productId'}, -- lowercase "d"
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| ['melvorD:Summoning'] = {recipes='recipes', productID='productID'},
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| ['melvorD:Fletching'] = {recipes='recipes', productID='productID'},
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| ['melvorD:Crafting'] = {recipes='recipes', productID='productID'},
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| ['melvorD:Runecrafting'] = {recipes='recipes', productID='productID'},
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| ['melvorD:Herblore'] = {recipes='recipes', productID='potionIDs'} -- Special case potions I-IV
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| --[[ Excluded skills:
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| Attack, Strength, Defence, Magic, Ranged, Prayer, Slayer
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| Thieving, Agility, Astrology, Firemaking, Township (not items)]]
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| }
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|
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| local results = {}
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|
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| local SkillData = GameData.getSkillData(skill)
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| local recipes = skill_recipe_keys[skill].recipes
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| local productID = skill_recipe_keys[skill].productID
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|
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| if SkillData[recipes] ~= nil then
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| for _, recipe in ipairs(SkillData[recipes]) do
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| -- Special case for Herblore
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| if skill == 'melvorD:Herblore' then
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| -- Iterate over the 4 potion tiers
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| for _, potionid in ipairs(recipe[productID]) do
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| if itemid == potionid then
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| table.insert(results, Shared.clone(recipe))
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| end
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| end
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| -- Base case
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| else
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| if itemid == recipe[productID] then
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| table.insert(results, Shared.clone(recipe))
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| end
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| end
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| end
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| end
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|
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| return results
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| end
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|
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| -- Returns a list of all the Township resources
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| function p._ResourcesData()
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|
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| -- Get a sorted list of all the resources
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| local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder[1].ids)
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| resources = Shared.clone(resources)
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|
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| return resources
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| end
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|
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| -- Returns a list of all the Township resources along with the Trader's trade ratios
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| function p._TraderData()
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| -- Get the list of resources. We get a copy instead of directly using p.resources because we are going to modify the table
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| local resources = p._ResourcesData()
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|
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| -- Get the list of tradeable items
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| -- See township.js -> TownshipResource.buildResourceItemConversions for the calculation of valid items
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| local function matchNone(item)
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| return false
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| end
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| local function matchFood(item)
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| return item.type == 'Food' and (not string.match(item.id, '_Perfect')) and item.category ~= 'Farming' and (not item.ignoreCompletion)
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| end
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| local function matchLogs(item)
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| return item.type == 'Logs'
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| end
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| local function matchOre(item)
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| return item.type == 'Ore' and item.id ~= 'melvorTotH:Meteorite_Ore'
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| end
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| local function matchCoal(item)
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| return item.id == 'melvorD:Coal_Ore'
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| end
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| local function matchBar(item)
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| return item.type == 'Bar' and item.id ~= 'melvorTotH:Meteorite_Bar'
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| end
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| local function matchHerb(item)
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| return item.type == 'Herb'
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| end
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| local function matchEssence(item)
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| return item.id == 'melvorD:Rune_Essence' or item.id == 'melvorTotH:Pure_Essence'
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| end
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| local function matchLeather(item)
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| return item.id == 'melvorD:Leather'
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| end
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| local function matchPotion(item)
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| return item.type == 'Potion' and string.match(item.id, '_IV')
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| end
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| local function matchClothing(item)
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| local valid_tiers = {'Leather', 'Hard Leather', 'Dragonhide', 'Elderwood', 'Revenant', 'Carrion'}
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| for _, tier in ipairs(valid_tiers) do
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| if item.tier == tier then
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| return true
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| end
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| end
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| return false
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| end
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|
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| local traderMatchesList = {
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| ['melvorF:GP'] = {traderMatches = matchNone},
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| ['melvorF:Food'] = {traderMatches = matchFood},
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| ['melvorF:Wood'] = {traderMatches = matchLogs},
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| ['melvorF:Stone'] = {traderMatches = matchOre},
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| ['melvorF:Ore'] = {traderMatches = matchOre},
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| ['melvorF:Coal'] = {traderMatches = matchCoal},
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| ['melvorF:Bar'] = {traderMatches = matchBar},
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| ['melvorF:Herbs'] = {traderMatches = matchHerb},
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| ['melvorF:Rune_Essence'] = {traderMatches = matchEssence},
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| ['melvorF:Leather'] = {traderMatches = matchLeather},
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| ['melvorF:Potions'] = {traderMatches = matchPotion},
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| ['melvorF:Planks'] = {traderMatches = matchLogs},
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| ['melvorF:Clothing'] = {traderMatches = matchClothing}
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| }
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|
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| for _, resource in ipairs(resources) do
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| resource.itemConversions = Shared.clone(GameData.getEntities('items', traderMatchesList[resource.id].traderMatches))
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| end
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|
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| -- Calculate the trader's conversion ratios
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| -- See township.js TownshipResource.getBaseConvertToTownshipRatio and TownshipResource.getBaseConvertFromTownshipRatio for the conversion prices
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| for _, resource in ipairs(resources) do
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| if resource.id == 'melvorF:Food' then
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| for _, item in ipairs(resource.itemConversions) do
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| item.toTownship = math.max(math.floor(1000/(item.healsFor*10)), 2)
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| item.fromTownship = item.healsFor*5*6
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| end
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| elseif resource.id == 'melvorF:Planks' then
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| for _, item in ipairs(resource.itemConversions) do
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| item.toTownship = math.max(math.floor(3000/math.max(item.sellsFor, 1)), 2)
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| item.fromTownship = math.max(math.ceil(item.sellsFor/2)*6, 1);
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| end
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| elseif resource.id == 'melvorF:Rune_Essence' then
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| for _, item in ipairs(resource.itemConversions) do
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| item.toTownship = 5
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| item.fromTownship = (item.sellsFor+1)*10*6
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| end
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| elseif resource.id == 'melvorF:Leather' then
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| for _, item in ipairs(resource.itemConversions) do
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| item.toTownship = 20
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| item.fromTownship = 20*6
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| end
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| else
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| for _, item in ipairs(resource.itemConversions) do
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| item.toTownship = math.max(math.floor(1000/math.max(item.sellsFor, 1)), 2)
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| item.fromTownship = math.max(item.sellsFor*6, 1)
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| end
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| end
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| end
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| return resources
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| end
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| p.resources = p._TraderData()
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|
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| -- Builds the table of trader items
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| function p.GetTraderTable(frame)
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| -- Get the resources data with associated trader data
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|
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| -- Build the text
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| local ret = {}
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| for _, resource in ipairs(p.resources) do
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| if #resource.itemConversions ~= 0 then -- Skips GP
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| local ret_resource = {}
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|
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| -- Header
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| table.insert(ret_resource, '\r\n==='..resource.name..'===')
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| table.insert(ret_resource, '\r\n{| class="wikitable sortable stickyHeader"')
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| table.insert(ret_resource, '\r\n|- class="headerRow-0"')
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| table.insert(ret_resource, '\r\n!Item')
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| table.insert(ret_resource, '\r\n!Name')
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| table.insert(ret_resource, '\r\n!DLC')
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| table.insert(ret_resource, '\r\n!Level')
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| table.insert(ret_resource, '\r\n!Give To')
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| table.insert(ret_resource, '\r\n!Take From')
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| table.insert(ret_resource, '\r\n!Value')
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| table.insert(ret_resource, '\r\n!Value/Resource')
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| if resource.id =='melvorF:Food' then
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| table.insert(ret_resource, '\r\n!Heals')
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| table.insert(ret_resource, '\r\n!Heals/Resource')
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| end
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|
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| -- Each item
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| for _, item in ipairs(resource.itemConversions) do
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| -- To indicate the skill level, we need to find the recipe of the item in the target skill
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| -- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data
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| local required_level = nil
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| local recipes = nil
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|
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| -- Get the skill based on the item.id or else use the resource's default skill
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| local skill_overrides = {
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| ['melvorD:Raw_Magic_Fish'] = 'melvorD:Fishing',
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| ['melvorF:Apple'] = 'melvorD:Farming',
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| }
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| local skill = skill_overrides[item.id] or p._GetResourceSkill(resource.id)
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| local skill_namespace, skill_localid = GameData.getLocalID(skill or '')
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|
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| -- Check for upgraded Crafting items and downgrade them so we can display the crafting level for the base item
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| -- e.g. converts Black_Dhide_Body_U -> Black_Dhide_Body for the purposes of the lookup
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| local lookup_id = item.id
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| if string.match(item.id, '_U$') then
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| lookup_id = string.sub(item.id, 1, #item.id - 2)
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| end
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|
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| -- Find the recipe's level
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| local recipes = p._FindItemRecipes(lookup_id, skill)
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| if #recipes == 1 then
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| required_level = recipes[1].level
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| end
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|
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| -- Alright, now that we've found the required recipe and level, we can draw the item's row entry
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| table.insert(ret_resource, '\r\n|-')
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| -- Icon
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| table.insert(ret_resource, '\r\n|style="text-align:center"|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
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| -- Name
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| table.insert(ret_resource, '\r\n|style="text-align:left"|'..Icons.Icon({item.name, type='item', noicon=true}))
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| -- DLC
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| local item_namespace, item_localid = GameData.getLocalID(item.id)
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| table.insert(ret_resource, '\r\n|style="text-align:center"|'..p.PLACEHOLDER_NAMESPACE_ICON(item_namespace))
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| -- Level
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| if required_level == nil then
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| -- Recipe not found, or multiple recipes found
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="0"|N/A')
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| else
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. required_level .. '"|'..Icons.Icon({skill_localid, type="skill", notext=true})..' '..required_level)
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| end
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| -- Give To
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.toTownship .. '"|'..Icons.Icon({item.name, type='item', notext=true})..' '..Shared.formatnum(item.toTownship))
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| -- Take From
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.fromTownship .. '"|'..Icons.Icon({resource.name, type='resource', notext=true})..' '..Shared.formatnum(item.fromTownship))
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| -- Value
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.sellsFor .. '"|'..Icons.GP(item.sellsFor))
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| -- Value/Resource
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.sellsFor/item.fromTownship .. '"|'..Icons.GP(Shared.round(item.sellsFor/item.fromTownship, 2, 2)))
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| if resource.id =='melvorF:Food' then
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| -- Heals
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.healsFor*10 .. '"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..Shared.formatnum(item.healsFor*10))
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| -- Heals/Resource
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| table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.healsFor*10/item.fromTownship .. '"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..Shared.round(item.healsFor*10/item.fromTownship, 2, 2))
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| end
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| end
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|
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| table.insert(ret_resource, '\r\n|}')
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|
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| table.insert(ret, table.concat(ret_resource))
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| end
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| end
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| return table.concat(ret)
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| end
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|
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| -- modifiers associated with specific biomes
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| local biome_data = {
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| ['melvorF:Grasslands'] = {modifiers = {'increasedTownshipGrasslandsProduction', 'decreasedTownshipGrasslandsProduction'}},
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| ['melvorF:Forest'] = {modifiers = {'increasedTownshipForestProduction', 'decreasedTownshipForestProduction'}},
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| ['melvorF:Desert'] = {modifiers = {'increasedTownshipDesertProduction', 'decreasedTownshipDesertProduction'}},
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| ['melvorF:Water'] = {modifiers = {'increasedTownshipWaterProduction', 'decreasedTownshipWaterProduction'}},
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| ['melvorF:Swamp'] = {modifiers = {'increasedTownshipSwampProduction', 'decreasedTownshipSwampProduction'}},
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| ['melvorF:Arid_Plains'] = {modifiers = {'increasedTownshipAridPlainsProduction', 'decreasedTownshipAridPlainsProduction'}},
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| ['melvorF:Mountains'] = {modifiers = {'increasedTownshipMountainsProduction', 'decreasedTownshipMountainsProduction'}},
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| ['melvorF:Valley'] = {modifiers = {'increasedTownshipValleyProduction', 'decreasedTownshipValleyProduction'}},
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| ['melvorF:Jungle'] = {modifiers = {'increasedTownshipJungleProduction', 'decreasedTownshipJungleProduction'}},
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| ['melvorF:Snowlands'] = {modifiers = {'increasedTownshipSnowlandsProduction', 'decreasedTownshipSnowlandsProduction', 'increasedTownshipCoalUsage', 'decreasedTownshipCoalUsage'}},
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| }
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|
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| -- modifiers associated with specific buildings or resources
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| local unique_modifiers = {
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| ['melvorF:Fishermans_Dock'] = {modifiers = {'increasedTownshipFishingDockProduction', 'decreasedTownshipFishingDockProduction'}},
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| ['melvorF:Fishermans_Pier'] = {modifiers = {'increasedTownshipFishingDockProduction', 'decreasedTownshipFishingDockProduction'}},
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| ['melvorF:Fishermans_Port'] = {modifiers = {'increasedTownshipFishingDockProduction', 'decreasedTownshipFishingDockProduction'}},
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| ['melvorTotH:Fishermans_Estate'] = {modifiers = {'increasedTownshipFishingDockProduction', 'decreasedTownshipFishingDockProduction'}},
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|
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| ['melvorF:Magic_Emporium'] = {modifiers = {'increasedTownshipMagicEmporiumProduction', 'decreasedTownshipMagicEmporiumProduction'}},
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|
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| ['melvorF:Orchard'] = {modifiers = {'increasedTownshipOrchardProduction', 'decreasedTownshipOrchardProduction'}},
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|
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| ['melvorF:Farmland'] = {modifiers = {'increasedTownshipFarmProduction', 'decreasedTownshipFarmProduction'}},
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| ['melvorF:Mill'] = {modifiers = {'increasedTownshipFarmProduction', 'decreasedTownshipFarmProduction'}},
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| ['melvorF:Plantation'] = {modifiers = {'increasedTownshipFarmProduction', 'decreasedTownshipFarmProduction'}},
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| ['melvorTotH:Farming_Estate'] = {modifiers = {'increasedTownshipFarmProduction', 'decreasedTownshipFarmProduction'}},
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|
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| ['melvorF:Woodcutters_Camp'] = {modifiers = {'increasedTownshipWoodcuttingProduction', 'decreasedTownshipWoodcuttingProduction'}},
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| ['melvorF:Logging_Camp'] = {modifiers = {'increasedTownshipWoodcuttingProduction', 'decreasedTownshipWoodcuttingProduction'}},
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| ['melvorF:Forestry_Camp'] = {modifiers = {'increasedTownshipWoodcuttingProduction', 'decreasedTownshipWoodcuttingProduction'}},
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| ['melvorTotH:Forestry_Estate'] = {modifiers = {'increasedTownshipWoodcuttingProduction', 'decreasedTownshipWoodcuttingProduction'}},
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|
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| ['melvorF:Blacksmiths_Smithy'] = {modifiers = {'increasedTownshipBlacksmithProduction', 'decreasedTownshipBlacksmithProduction'}},
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| ['melvorF:Blacksmiths_Forge'] = {modifiers = {'increasedTownshipBlacksmithProduction', 'decreasedTownshipBlacksmithProduction'}},
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| ['melvorF:Blacksmiths_Workshop'] = {modifiers = {'increasedTownshipBlacksmithProduction', 'decreasedTownshipBlacksmithProduction'}},
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| ['melvorTotH:Blacksmiths_Estate'] = {modifiers = {'increasedTownshipBlacksmithProduction', 'decreasedTownshipBlacksmithProduction'}},
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|
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| ['melvorF:Food'] = {modifiers = {'increasedTownshipFoodUsage', 'decreasedTownshipFoodUsage'}},
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|
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| -- Absolute delta so doesn't apply to buildings
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| population = {modifiers = {'increasedTownshipPopulationCap', 'decreasedTownshipPopulationCap'}},
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|
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| -- technically this should go in p.stats, but we don't want to bloat the main modifier table
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| happiness = {name='Happiness', modifiers = {'increasedTownshipHappiness', 'decreasedTownshipHappiness', 'increasedTownshipBuildingHappinessPenalties', 'decreasedTownshipBuildingHappinessPenalties'}},
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| }
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|
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| p.stats = {
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| happiness = {name='Happiness', modifiers = {}}, -- technically there are happiness modifiers that apply to all buildings, but we don't want it to bloat the table
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| education = {name='Education', modifiers = {'increasedTownshipEducation', 'decreasedTownshipEducation'}},
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| health = {name='Health', modifiers = {'increasedTownshipHealth', 'decreasedTownshipHealth'}},
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| storage = {name='Storage', modifiers = {'increasedTownshipMaxStorage', 'decreasedTownshipMaxStorage'}},
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| deadStorage = {name='Dead Storage', modifiers = {'increasedTownshipDeadStorage', 'decreasedTownshipDeadStorage'}},
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| population = {name='Population', modifiers = {}}, -- see unique_modifiers
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| }
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|
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| -- Special modifiers
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| local special_modifiers = {
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| -- We split this off into its own table
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| -- ['all_buildings'] = {modifiers={'increasedTownshipBuildingCost', 'decreasedTownshipBuildingCost'}},
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| ['all_production'] = {modifiers={'increasedTownshipResourceProduction', 'decreasedTownshipResourceProduction'}}, --Includes GP production as well
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| ['unused'] = {modifiers = {'townshipDisableHunting'}},
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| }
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|
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| -- skill -> The Skill used to produce the Trader's tradeable items
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| -- modifiers -> For buildings that produce this resource, the modifiers to search for.
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| local resource_info = {
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| ['melvorF:GP'] = {skill = nil, modifiers={'increasedTownshipGPProduction', 'decreasedTownshipGPProduction', 'increasedTownshipTaxPerCitizen', 'decreasedTownshipTaxPerCitizen'}},
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| ['melvorF:Food'] = {skill = 'melvorD:Cooking', modifiers={'increasedTownshipFoodProduction', 'decreasedTownshipFoodProduction'}},
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| ['melvorF:Wood'] = {skill = 'melvorD:Woodcutting', modifiers={'increasedTownshipWoodProduction', 'decreasedTownshipWoodProduction'}},
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| ['melvorF:Stone'] = {skill = 'melvorD:Mining', modifiers={'increasedTownshipStoneProduction', 'decreasedTownshipStoneProduction'}},
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| ['melvorF:Ore'] = {skill = 'melvorD:Mining', modifiers={'increasedTownshipOreProduction', 'decreasedTownshipOreProduction'}},
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| ['melvorF:Coal'] = {skill = 'melvorD:Mining', modifiers={'increasedTownshipCoalProduction', 'decreasedTownshipCoalProduction', 'TownshipCoalUsage'}},
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| ['melvorF:Bar'] = {skill = 'melvorD:Smithing', modifiers={'increasedTownshipBarProduction', 'decreasedTownshipBarProduction'}},
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| ['melvorF:Herbs'] = {skill = 'melvorD:Farming', modifiers={'increasedTownshipHerbProduction', 'decreasedTownshipHerbProduction'}},
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| ['melvorF:Rune_Essence'] = {skill = 'melvorD:Mining', modifiers={'increasedTownshipRuneEssenceProduction', 'decreasedTownshipRuneEssenceProduction'}},
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| ['melvorF:Leather'] = {skill = nil, modifiers={'increasedTownshipLeatherProduction', 'decreasedTownshipLeatherProduction'}},
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| ['melvorF:Potions'] = {skill = 'melvorD:Herblore', modifiers={'increasedTownshipPotionProduction', 'decreasedTownshipPotionProduction'}},
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| ['melvorF:Planks'] = {skill = 'melvorD:Woodcutting', modifiers={'increasedTownshipPlankProduction', 'decreasedTownshipPlankProduction'}},
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| ['melvorF:Clothing'] = {skill = 'melvorD:Crafting', modifiers={'increasedTownshipClothingProduction', 'decreasedTownshipClothingProduction'}},
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| }
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|
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| -- Gets a list of target modifiers based on the building name
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| function p._GetBuildingModifiers(building)
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| local modifiers = {}
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| local newModifiers = nil
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|
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| local function addModifiers(_newModifiers)
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| if newModifiers ~= nil then
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| for _, newModifier in pairs(_newModifiers.modifiers) do
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| table.insert(modifiers, newModifier)
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| end
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| end
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| end
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|
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| -- Unique ID modifiers
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| newModifiers = unique_modifiers[building.id]
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| addModifiers(newModifiers)
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|
| |
| -- Building modifiers
| |
| -- newModifiers = special_modifiers.all_buildings
| |
| -- addModifiers(newModifiers)
| |
|
| |
| -- Production modifiers
| |
| local anyProduction = false
| |
| for _, resource in ipairs(building.provides.resources) do
| |
| anyProduction = true
| |
| newModifiers = resource_info[resource.id]
| |
| addModifiers(newModifiers)
| |
| end
| |
| if anyProduction == true then
| |
| newModifiers = special_modifiers.all_production
| |
| addModifiers(newModifiers)
| |
| end
| |
|
| |
| -- Benefit modifiers
| |
| for statid, stat in pairs(p.stats) do
| |
| if building.provides[statid] ~= nil and building.provides[statid] ~= 0 then
| |
| addModifiers(stat)
| |
| end
| |
| end
| |
|
| |
| return modifiers
| |
| end
| |
|
| |
| -- Gets a list of target modifiers based on a resource id
| |
| function p._GetResourceModifiers(resource_id)
| |
| local modifiers = {}
| |
| local newModifiers = nil
| |
|
| |
| local function addModifiers(_newModifiers)
| |
| if newModifiers ~= nil then
| |
| for _, newModifier in pairs(_newModifiers.modifiers) do
| |
| table.insert(modifiers, newModifier)
| |
| end
| |
| end
| |
| end
| |
|
| |
| -- Unique ID modifiers
| |
| newModifiers = unique_modifiers[resource_id]
| |
| addModifiers(newModifiers)
| |
|
| |
| -- Production
| |
| newModifiers = special_modifiers.all_production
| |
| addModifiers(newModifiers)
| |
|
| |
| -- Resource modifiers
| |
| newModifiers = resource_info[resource_id]
| |
| addModifiers(newModifiers)
| |
|
| |
| return modifiers
| |
| end
| |
|
| |
| -- Gets a list of target modifiers based on a stat id
| |
| function p._GetStatModifiers(stat_id)
| |
| local modifiers = {}
| |
| local newModifiers = nil
| |
|
| |
| local function addModifiers(_newModifiers)
| |
| if newModifiers ~= nil then
| |
| for _, newModifier in pairs(_newModifiers.modifiers) do
| |
| table.insert(modifiers, newModifier)
| |
| end
| |
| end
| |
| end
| |
|
| |
| -- Unique ID modifiers
| |
| newModifiers = unique_modifiers[stat_id]
| |
| addModifiers(newModifiers)
| |
|
| |
| -- Production
| |
| newModifiers = p.stats[stat_id]
| |
| addModifiers(newModifiers)
| |
|
| |
| return modifiers
| |
| end
| |
|
| |
| -- Gets a list of target modifiers based on a biome id. Does not include buildings' biomeModifiers
| |
| function p._GetBiomeModifiers(biome_id)
| |
| local modifiers = {}
| |
| local newModifiers = nil
| |
|
| |
| local function addModifiers(_newModifiers)
| |
| if newModifiers ~= nil then
| |
| for _, newModifier in pairs(_newModifiers.modifiers) do
| |
| table.insert(modifiers, newModifier)
| |
| end
| |
| end
| |
| end
| |
|
| |
| -- Unique ID modifiers
| |
| newModifiers = biome_data[biome_id]
| |
| addModifiers(newModifiers)
| |
|
| |
| return modifiers
| |
| end
| |
|
| |
| -- Gets the modifiers for the specified entity
| |
| function p.GetModifiers(name, type)
| |
| if type == 'building' then
| |
| return p._GetBuildingModifiers(p._GetBuildingByName(name))
| |
| end
| |
| if type == 'resource' then
| |
| return p._GetResourceModifiers(p._GetResourceByName(name).id)
| |
| end
| |
| if type == 'stat' then
| |
| for key, stat in pairs(p.stats) do
| |
| if stat.name == name then
| |
| return p._GetStatModifiers(key)
| |
| end
| |
| end
| |
| end
| |
| if type == 'biome' then
| |
| local biome = GameData.getEntityByName(Township.biomes, name)
| |
| return p._GetBiomeModifiers(biome.id)
| |
| end
| |
| end
| |
|
| |
| function p._GetResourceSkill(id)
| |
| return resource_info[id].skill
| |
| end
| |
|
| |
| -- Gets a Township building by ID, e.g. melvorF:Hunters_Cabin
| |
| function p._GetBuildingByID(id)
| |
| return GameData.getEntityByID(Township.buildings, id)
| |
| end
| |
|
| |
| -- Gets a Township building by name, e.g. Hunters Cabin
| |
| function p._GetBuildingByName(name)
| |
| return GameData.getEntityByName(Township.buildings, name)
| |
| end
| |
|
| |
| -- Gets the Township level and population requirements for a tier
| |
| -- Returns {population=X, level=X}
| |
| function p._GetTierRequirements(tier)
| |
| return Township.populationForTier[tier]
| |
| end
| |
|
| |
| -- Returns a string containing the Township level and population requirements for a tier
| |
| function p._GetTierText(tierlevel)
| |
| local tier = p._GetTierRequirements(tierlevel)
| |
| return Icons._SkillReq('Township', tier.level, false)..'<br>'..Icons.Icon({'Population', type='township', notext=true})..' '..tier.population
| |
| end
| |
|
| |
|
| |
| -- Gets a building and prepares all the relevant stats for the building
| |
| function p.GetBuildingTable(frame)
| |
| local name = frame.args ~= nil and frame.args[1] or frame
| |
| local building = Shared.clone(p._GetBuildingByName(name))
| |
| local ret = {}
| |
|
| |
| -- Header
| |
| table.insert(ret, '\r\n{| class="wikitable infobox"')
| |
| -- Name
| |
| table.insert(ret, '\r\n|-\r\n!'..building.name)
| |
| -- Icon
| |
| table.insert(ret, '\r\n|-\r\n|style="text-align:center"|'..Icons.Icon({building.name, type='building', size='250', notext=true}))
| |
| -- ID
| |
| table.insert(ret, '\r\n|-\r\n| <b>Building ID:</b> '..building.id)
| |
| -- Type
| |
| table.insert(ret, '\r\n|-\r\n| <b>Type:</b> '..building.type)
| |
| -- Tier
| |
| local tier = p._GetTierText(building.tier)
| |
| table.insert(ret, '\r\n|-\r\n| <b>Requirements:</b><br>'..tier)
| |
|
| |
| -- Upgrades From
| |
| table.insert(ret, '\r\n|-\r\n| <b>Base Cost:</b>')
| |
| local upgradesFrom = p._GetBuildingDowngrade(building)
| |
| if upgradesFrom ~= nil then
| |
| table.insert(ret, '<br>'..Icons.Icon({upgradesFrom.name, type='building'}))
| |
| end
| |
| -- Cost
| |
| local cost = p._GetBuildingBaseCost(building)
| |
| table.insert(ret, '<br>'..cost)
| |
|
| |
| -- Upgrades To
| |
| local upgradesTo = p._GetBuildingIDUpgrade(building.id)
| |
| if upgradesTo ~= nil then
| |
| table.insert(ret, '\r\n|-\r\n| <b>Upgrades To:</b>')
| |
| table.insert(ret, '<br>'..Icons.Icon({upgradesTo.name, type='building'}))
| |
| local upgrade_cost = p._GetBuildingBaseCost(upgradesTo)
| |
| table.insert(ret, '<br>'..upgrade_cost)
| |
| end
| |
|
| |
| -- Fixed benefits
| |
| local benefits = p._GetBuildingBenefits(building)
| |
| if benefits ~= nil then
| |
| table.insert(ret, '\r\n|-\r\n| <b>Provides:</b> '..benefits)
| |
| end
| |
|
| |
| -- Production
| |
| local production = p._GetBuildingBaseProduction(building)
| |
| if production ~= nil then
| |
| table.insert(ret, '\r\n|-\r\n| <b>Base Production per '..Icons.Icon({'Workers', type='township', notext=true})..':</b><br>')
| |
| table.insert(ret, production)
| |
| end
| |
|
| |
| -- Modifiers
| |
| if building.modifiers ~= nil and not Shared.tableIsEmpty(building.modifiers) then
| |
| table.insert(ret, '\r\n|-\r\n| <b>Modifiers:</b>\r\n'..Constants.getModifiersText(building.modifiers, true))
| |
| end
| |
|
| |
| -- Biomes
| |
| table.insert(ret, '\r\n|-\r\n| <b>Biomes:</b><br><ul>')
| |
| for _, biomeid in ipairs(building.biomes) do
| |
| local biomename = GameData.getEntityByID(Township.biomes, biomeid).name
| |
| -- Optional hidden bonus/penalty for building
| |
| local modifier = nil
| |
| if #building.biomeModifiers > 0 then
| |
| modifier = GameData.getEntityByProperty(building.biomeModifiers, 'biomeID', biomeid)
| |
| end
| |
| if modifier ~= nil then
| |
| local color = modifier.value < 0 and 'red' or 'green'
| |
| local modifier_value = Shared.numStrWithSign(modifier.value)
| |
| table.insert(ret, '<li style="color:'..color..'"><b>'..biomename..' ('..modifier_value..'%)</b></li>')
| |
| else
| |
| table.insert(ret, '<li>'..biomename..'</li>')
| |
| end
| |
| end
| |
|
| |
| -- End
| |
| table.insert(ret, '\r\n|}')
| |
| return table.concat(ret)
| |
| end
| |
|
| |
| -- Given a resource id, return the job id
| |
| -- e.g. melvorF:Bar -> melvorF:Blacksmith
| |
| function p._GetJobFromResource(resource_id)
| |
| local job = GameData.getEntityByProperty(Township.jobs, 'produces', resource_id)
| |
| return job.id
| |
| end
| |
|
| |
| -- Gets a string displaying the base production of a building, or nil if no production
| |
| function p._GetBuildingBaseProduction(building)
| |
| local production = Shared.clone(building.provides.resources)
| |
|
| |
| if #production == 0 then
| |
| return nil
| |
| end
| |
|
| |
| local retResources = {}
| |
| for _, resource in ipairs(production) do
| |
| local retProduction = {}
| |
| local job = p._GetJobFromResource(resource.id)
| |
| local workers = GameData.getEntityByID(building.provides.workers, job).quantity
| |
| -- Sourced from township.js -> Township.computeTownResourceGain()
| |
| local production = resource.quantity*100*(Township.tickLength/10)
| |
| local color = production < 0 and 'red' or 'green'
| |
| local resource_data = p._GetResourceByID(resource.id)
| |
| table.insert(retProduction, '<span style="color:'..color..'">'..Icons.Icon({resource_data.name, type='resource', notext=true})..' '..Shared.numStrWithSign(production)..'</span>')
| |
| if resource_data.requires ~= nil and #resource_data.requires > 0 then
| |
| for _, required_resource in ipairs(resource_data.requires) do
| |
| local demand = production*required_resource.quantity*100
| |
| local required_resource_data = p._GetResourceByID(required_resource.id)
| |
| table.insert(retProduction, '<span style="color:red">'..Icons.Icon({required_resource_data.name, type='resource', notext=true})..' -'..demand..'</span>')
| |
| end
| |
| end
| |
| retProduction = table.concat(retProduction, ', ')..'/t ('..Icons.Icon({'Workers', type='township', notext=true})..' '..workers..')'
| |
| table.insert(retResources, retProduction)
| |
| end
| |
| return table.concat(retResources, '<br>')
| |
| end
| |
|
| |
| -- Gets a string displaying the building's benefits, or nil if no benefits
| |
| function p._GetBuildingBenefits(building)
| |
| local benefits = {}
| |
| for statid, stat in pairs(p.stats) do
| |
| if building.provides[statid] ~= nil and building.provides[statid] ~= 0 then
| |
| local quantity = building.provides[statid]
| |
| if quantity < 0 then
| |
| quantity = '<span style="color:red">'..quantity..'</span>'
| |
| else
| |
| quantity = Shared.numStrWithSign(quantity)
| |
| end
| |
| table.insert(benefits, Icons.Icon({stat.name, type='township', notext=true})..' '..quantity)
| |
| end
| |
| end
| |
| if #benefits > 0 then
| |
| return table.concat(benefits, ', ')
| |
| end
| |
| return nil
| |
| end
| |
|
| |
| -- Given a building id, find the next building upgrade
| |
| function p._GetBuildingIDUpgrade(buildingid)
| |
| local function checkFunc(entity)
| |
| return entity.upgradesFrom ~= nil and entity.upgradesFrom == buildingid
| |
| end
| |
| local upgradesTo = GameData.getEntities(Township.buildings, checkFunc)
| |
| if #upgradesTo > 0 then
| |
| return upgradesTo[1]
| |
| end
| |
| return nil
| |
| end
| |
|
| |
| -- Given a building, find the building's downgrade
| |
| function p._GetBuildingDowngrade(building)
| |
| if building.upgradesFrom ~= nil then
| |
| return p._GetBuildingByID(building.upgradesFrom)
| |
| end
| |
| return nil
| |
| end
| |
|
| |
| -- Given a building, find the base resource cost
| |
| function p._GetBuildingBaseCost(building, _join)
| |
| local join = _join ~= nil and _join or ', '
| |
| local cost = {}
| |
| for _, resource in ipairs(building.cost) do
| |
| local resource_data = p._GetResourceByID(resource.id)
| |
| table.insert(cost, Icons.Icon({resource_data.name, type='resource', notext=true})..' '..resource.quantity)
| |
| end
| |
| return table.concat(cost, join)
| |
| end
| |
|
| |
| -- Gets a resource from id
| |
| function p._GetResourceByID(id)
| |
| return GameData.getEntityByID(p.resources, id)
| |
| end
| |
|
| |
| -- Gets a resource from name
| |
| function p._GetResourceByName(name)
| |
| return GameData.getEntityByName(p.resources, name)
| |
| end
| |
|
| |
| -- Gets text for only the biomes that have a modifier for a building
| |
| function p._GetBuildingBiomeModifiers(building)
| |
| local biomeRet = {}
| |
| for _, biome in ipairs(building.biomeModifiers) do
| |
| local biomename = GameData.getEntityByID(Township.biomes, biome.biomeID).name
| |
| local color = biome.value < 0 and 'red' or 'green'
| |
| local biome_value = Shared.numStrWithSign(biome.value)
| |
| table.insert(biomeRet, '<li style="color:'..color..'">'..biomename..' ('..biome_value..'%)</li>')
| |
| end
| |
| if #biomeRet == 0 then
| |
| return nil
| |
| end
| |
| return '<ul>'..table.concat(biomeRet)..'</ul>'
| |
| end
| |
|
| |
| -- Returns an upgrade table of a building
| |
| function p.GetBuildingUpgradeTable(frame)
| |
| local buildingname = frame.args ~= nil and frame.args[1] or frame
| |
| local building = p._GetBuildingByName(buildingname)
| |
|
| |
| -- Let's find the base building
| |
| local baseBuilding = building
| |
| while true do
| |
| local previousBuilding = p._GetBuildingDowngrade(baseBuilding)
| |
| if previousBuilding ~= nil then
| |
| baseBuilding = previousBuilding
| |
| else
| |
| break
| |
| end
| |
| end
| |
|
| |
| -- Let's make a list of all the buildings
| |
| -- Return empty string if there is only 1 building in the upgrade chain (i.e. no upgrades/downgrades)
| |
| local buildingList = {}
| |
| local _curBuilding = baseBuilding
| |
| while true do
| |
| table.insert(buildingList, _curBuilding)
| |
| _curBuilding = p._GetBuildingIDUpgrade(_curBuilding.id)
| |
| if _curBuilding == nil then
| |
| break
| |
| end
| |
| end
| |
| if #buildingList == 1 then
| |
| return ''
| |
| end
| |
|
| |
| local ret = {}
| |
| table.insert(ret, '\r\n== Upgrade Chart ==')
| |
| table.insert(ret, '\r\n{| class="wikitable"')
| |
|
| |
| -- Name
| |
| table.insert(ret, '\r\n|- style="text-align:center" \r\n! Name')
| |
| for _, building in ipairs(buildingList) do
| |
| table.insert(ret, '\r\n!'..Icons.Icon({building.name, type='building'}))
| |
| end
| |
|
| |
| -- Tier
| |
| table.insert(ret, '\r\n|-\r\n! Requirements')
| |
| for _, building in ipairs(buildingList) do
| |
| local tier = p._GetTierText(building.tier)
| |
| table.insert(ret, '\r\n|'..tier)
| |
| end
| |
|
| |
| -- Cost
| |
| table.insert(ret, '\r\n|-\r\n! Cost')
| |
| for _, building in ipairs(buildingList) do
| |
| local cost = p._GetBuildingBaseCost(building)
| |
| table.insert(ret, '\r\n|'..cost)
| |
| end
| |
|
| |
| -- Optional params
| |
|
| |
| -- Generate a row
| |
| -- textFunc: returns nil if no data for a building, or else returns a string
| |
| local function BuildOptionalRow(header, textFunc)
| |
| local texts = {}
| |
| local hasTexts = false
| |
| for _, building in ipairs(buildingList) do
| |
| local text = textFunc(building)
| |
| hasTexts = hasTexts == true or text ~= nil
| |
| texts = texts ~= nil and texts or ''
| |
| table.insert(texts, text)
| |
| end
| |
| if hasTexts == true then
| |
| texts = table.concat(texts, '\r\n|')
| |
| table.insert(ret, header..texts)
| |
| end
| |
| end
| |
| BuildOptionalRow('\r\n|-\r\n! Benefits\r\n|', p._GetBuildingBenefits)
| |
| BuildOptionalRow('\r\n|-\r\n! Base Production per '..Icons.Icon({'Workers', type='township', notext=true})..'\r\n|', p._GetBuildingBaseProduction)
| |
| BuildOptionalRow('\r\n|-\r\n! Biome Production Modifiers\r\n|', p._GetBuildingBiomeModifiers)
| |
|
| |
| -- End
| |
| table.insert(ret, '\r\n|}')
| |
|
| |
| return table.concat(ret)
| |
| end
| |
|
| |
| local FREE_LAND = Township.sectionSize
| |
| -- Gets the cost of the current price of land
| |
| -- Taken from township.js -> Township.getNextSectionCost
| |
| function p.GetLandCost(frame)
| |
| local nthland = tonumber(frame.args ~= nil and frame.args[1] or frame)
| |
| return p._GetLandCost(nthland)
| |
| end
| |
|
| |
| function p._GetLandCost(nthland)
| |
| -- First FREE_LAND plots of land are free
| |
| if nthland <= FREE_LAND then
| |
| return 0
| |
| end
| |
| return math.floor(15^(0.0100661358978*(nthland/32) + (nthland/32)^0.42))
| |
| end
| |
|
| |
| -- Gets the cost to buy land until you have X amount of available land
| |
| -- Currently the max is 2048 land
| |
| function p.GetCumulativeLandCost(frame)
| |
| local totalLand = tonumber(frame.args ~= nil and frame.args[1] or frame)
| |
| return p._GetCumulativeLandCost(totalLand)
| |
| end
| |
|
| |
| function p._GetCumulativeLandCost(totalLand)
| |
| local cost = 0
| |
| while totalLand > FREE_LAND do
| |
| cost = cost + p._GetLandCost(totalLand)
| |
| totalLand = totalLand - 1
| |
| end
| |
| return cost
| |
| end
| |
|
| |
|
| |
| -- Returns a table showing the land cost of a town
| |
| function p.GetLandCostTable()
| |
| local ret = {}
| |
| table.insert(ret, '\r\n{| class="wikitable"')
| |
| table.insert(ret, '\r\n|- style="text-align:center" \r\n! Total Land \r\n! Single Land Cost \r\n! Total Cost')
| |
| for i=FREE_LAND,Township.maxTownSize,FREE_LAND do
| |
| table.insert(ret, '\r\n|-\r\n|'..i..'\r\n|'..Icons.GP(p._GetLandCost(i))..'\r\n|'..Icons.GP(p._GetCumulativeLandCost(i)))
| |
| end
| |
| table.insert(ret, '\r\n|}')
| |
| return table.concat(ret)
| |
| end
| |
|
| |
| -- Splits each worship formatted each tier separately to check modifiers more easily
| |
| function p.GetSplitWorship()
| |
| local out = {}
| |
| for _, _worship in ipairs(Township.worships) do
| |
| local worship = Shared.clone(_worship)
| |
| worship.namePercent = worship.name..' (0%)'
| |
| table.insert(out, worship)
| |
| for i, checkpoint in ipairs(worship.checkpoints) do
| |
| worship = Shared.clone(_worship)
| |
| worship.namePercent = worship.name..' ('..Township.worshipCheckpoints[i]..'%)'
| |
| worship.modifiers = checkpoint
| |
| table.insert(out, worship)
| |
| end
| |
| end
| |
| return out
| |
| end
| |
|
| |
| return p
| |