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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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|
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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)
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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 sorted list of all Township buildings
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| function p._SortedBuildings()
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| return GameData.sortByOrderTable(Township.buildings, Township.buildingDisplayOrder)
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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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| return item.id == 'melvorD:Green_Dragonhide' or item.id == 'melvorD:Blue_Dragonhide' or item.id == 'melvorD:Red_Dragonhide' or item.id == 'melvorD:Black_Dragonhide' or item.id == 'melvorF:Elder_Dragonhide'
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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*5
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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!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.getExpansionIcon(item.id)..Icons.Icon({item.name, type='item', noicon=true}))
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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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| -- Gets the associated skill of a resource by id
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| local resource_skill = {
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| ['melvorF:GP'] = {skill = nil},
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| ['melvorF:Food'] = {skill = 'melvorD:Cooking'},
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| ['melvorF:Wood'] = {skill = 'melvorD:Woodcutting'},
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| ['melvorF:Stone'] = {skill = 'melvorD:Mining'},
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| ['melvorF:Ore'] = {skill = 'melvorD:Mining'},
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| ['melvorF:Coal'] = {skill = 'melvorD:Mining'},
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| ['melvorF:Bar'] = {skill = 'melvorD:Smithing'},
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| ['melvorF:Herbs'] = {skill = 'melvorD:Farming'},
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| ['melvorF:Rune_Essence'] = {skill = 'melvorD:Mining'},
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| ['melvorF:Leather'] = {skill = nil},
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| ['melvorF:Potions'] = {skill = 'melvorD:Herblore'},
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| ['melvorF:Planks'] = {skill = 'melvorD:Woodcutting'},
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| ['melvorF:Clothing'] = {skill = nil}
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| }
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| function p._GetResourceSkill(id)
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| return resource_skill[id].skill
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| end
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|
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| -- Gets a Township building by ID, e.g. melvorF:Hunters_Cabin
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| function p._GetBuildingByID(id)
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| -- Check for the special statue case
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| if id == 'melvorF:Statues' then
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| local building = Shared.clone(GameData.getEntityByID(Township.buildings, id))
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| building.name = 'Statue of Worship'
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| return building
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| else
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| return GameData.getEntityByID(Township.buildings, id)
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| end
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| end
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|
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| -- Gets a Township building by name, e.g. Hunters Cabin
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| function p._GetBuildingByName(name)
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| -- Check for the special statue case
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| if name == 'STATUE_NAME' then
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| name = 'Statue of Worship'
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| end
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| local STATUE_OF = 'Statue of '
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| if string.sub(name, 1, string.len(STATUE_OF)) == STATUE_OF then
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| local building = Shared.clone(GameData.getEntityByName(Township.buildings, 'STATUE_NAME'))
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| building.name = name
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| return building
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| else
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| return GameData.getEntityByName(Township.buildings, name)
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| end
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| end
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|
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| -- Gets the Township level and population requirements for a tier
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| -- Returns {population=X, level=X}
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| function p._GetTierRequirements(tier)
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| return Township.populationForTier[tier]
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| end
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|
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| -- Returns a string containing the Township level and population requirements for a tier
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| function p._GetTierText(tierlevel)
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| local tier = p._GetTierRequirements(tierlevel)
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| return Icons._SkillReq('Township', tier.level, false)..'<br>'..Icons.Icon({'Population', type='township', notext=true})..' '..tier.population
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| end
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|
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|
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| -- Gets a building and prepares all the relevant stats for the building
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| function p.GetBuildingTable(frame)
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| local name = frame.args ~= nil and frame.args[1] or frame
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| local building = Shared.clone(p._GetBuildingByName(name))
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| local ret = {}
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|
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| -- Header
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| table.insert(ret, '\r\n{| class="wikitable infobox"')
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| -- Name
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| table.insert(ret, '\r\n|-\r\n!'..building.name)
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| -- Icon
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| table.insert(ret, '\r\n|-\r\n|style="text-align:center"|'..Icons.Icon({building.name, type='building', size='250', notext=true}))
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| -- ID
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| table.insert(ret, '\r\n|-\r\n| <b>Building ID:</b> '..building.id)
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| -- Type
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| table.insert(ret, '\r\n|-\r\n| <b>Type:</b> '..building.type)
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| -- Tier
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| local tier = p._GetTierText(building.tier)
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| table.insert(ret, '\r\n|-\r\n| <b>Requirements:</b><br>'..tier)
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|
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| -- Upgrades From
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| table.insert(ret, '\r\n|-\r\n| <b>Base Cost:</b>')
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| local upgradesFrom = p._GetBuildingDowngrade(building)
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| if upgradesFrom ~= nil then
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| table.insert(ret, '<br>'..Icons.Icon({upgradesFrom.name, type='building'}))
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| end
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| -- Cost
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| local cost = p._GetBuildingBaseCost(building)
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| table.insert(ret, '<br>'..cost)
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|
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| -- Upgrades To
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| local upgradesTo = p._GetBuildingIDUpgrade(building.id)
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| if upgradesTo ~= nil then
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| table.insert(ret, '\r\n|-\r\n| <b>Upgrades To:</b>')
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| table.insert(ret, '<br>'..Icons.Icon({upgradesTo.name, type='building'}))
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| local upgrade_cost = p._GetBuildingBaseCost(upgradesTo)
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| table.insert(ret, '<br>'..upgrade_cost)
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| end
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|
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| -- Fixed benefits
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| local benefits = p._GetBuildingBenefits(building)
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| if benefits ~= nil then
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| table.insert(ret, '\r\n|-\r\n| <b>Provides:</b> '..benefits)
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| end
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|
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| -- Production
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| local production = p._GetBuildingBaseProduction(building)
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| if production ~= nil then
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| table.insert(ret, '\r\n|-\r\n| <b>Base Production per '..Icons.Icon({'Workers', type='township', notext=true})..':</b><br>')
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| table.insert(ret, production)
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| end
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|
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| -- Modifiers
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| if building.modifiers ~= nil and not Shared.tableIsEmpty(building.modifiers) then
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| table.insert(ret, '\r\n|-\r\n| <b>Modifiers:</b>\r\n'..Constants.getModifiersText(building.modifiers, true))
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| end
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|
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| -- Biomes
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| table.insert(ret, '\r\n|-\r\n| <b>Biomes:</b><br>')
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| for _, biomeid in ipairs(building.biomes) do
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| local biomename = GameData.getEntityByID(Township.biomes, biomeid).name
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| -- Optional hidden bonus/penalty for building
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| local modifier = nil
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| if #building.biomeModifiers > 0 then
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| modifier = GameData.getEntityByProperty(building.biomeModifiers, 'biomeID', biomeid)
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| end
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| if modifier ~= nil then
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| local color = modifier.value < 0 and 'red' or 'green'
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| local modifier_value = Shared.numStrWithSign(modifier.value)
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| table.insert(ret, Icons.Icon({biomename, type='biome', notext=true, nolink=true})..' <span style="color:'..color..'"><b>'..biomename..' ('..modifier_value..'%)</b></span>')
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| else
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| table.insert(ret, Icons.Icon({biomename, type='biome', notext=true, nolink=true})..' <span>'..biomename..'</span>')
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| end
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| end
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|
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| -- End
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| table.insert(ret, '\r\n|}')
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| return table.concat(ret)
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| end
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|
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| -- Given a resource id, return the job id
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| -- e.g. melvorF:Bar -> melvorF:Blacksmith
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| function p._GetJobFromResource(resource_id)
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| local job = GameData.getEntityByProperty(Township.jobs, 'produces', resource_id)
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| return job.id
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| end
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|
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| -- Gets a string displaying the base production of a building, or nil if no production
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| function p._GetBuildingBaseProduction(building)
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| local production = Shared.clone(building.provides.resources)
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|
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| if #production == 0 then
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| return nil
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| end
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|
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| local retResources = {}
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| for _, resource in ipairs(production) do
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| local retProduction = {}
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| local job = p._GetJobFromResource(resource.id)
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| local workers = GameData.getEntityByID(building.provides.workers, job).quantity
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| -- Sourced from township.js -> Township.computeTownResourceGain()
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| local production = resource.quantity*100*(Township.tickLength/10)
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| local color = production < 0 and 'red' or 'green'
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| 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 = {}
| |
| local stats = {
| |
| population = 'Population',
| |
| happiness = 'Happiness',
| |
| education = 'Education',
| |
| storage = 'Storage',
| |
| deadStorage = 'Dead Storage',
| |
| worship = 'Worship'
| |
| }
| |
| for key, stat in pairs(stats) do
| |
| if building.provides[key] ~= nil and building.provides[key] ~= 0 then
| |
| local quantity = building.provides[key]
| |
| if quantity < 0 then
| |
| quantity = '<span style="color:red">'..quantity..'</span>'
| |
| else
| |
| quantity = Shared.numStrWithSign(quantity)
| |
| end
| |
| table.insert(benefits, Icons.Icon({stat, 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 text for only the biomes that have a modifier for a building
| |
| function p._GetBiomeModifiers(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, Icons.Icon({biomename, type='biome', notext=true, nolink=true})..' <span style="color:'..color..'">'..biomename..' ('..biome_value..'%)</span>')
| |
| end
| |
| if #biomeRet == 0 then
| |
| return nil
| |
| end
| |
| return table.concat(biomeRet, '<br>')
| |
| 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._GetBiomeModifiers)
| |
|
| |
| -- 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
| |
|
| |
| -- Generates a table showing which buildings can be built in which biomes
| |
| -- Skips upgraded buildings
| |
| function p.GetBuildingBiomeTable()
| |
| -- Setup the table
| |
| local ret = {}
| |
| table.insert(ret, '\r\n{| class="wikitable sortable" style="text-align:center"')
| |
| table.insert(ret, '\r\n!Building')
| |
|
| |
| -- Make a biomeModifiers table that will keep track of the bonus of each building
| |
| -- At the same time, make the output table header
| |
| local biomeModifiersMaster = {}
| |
| for _, biome in ipairs(Township.biomes) do
| |
| table.insert(ret, '\r\n!'..biome.name)
| |
| biomeModifiersMaster[biome.id] = false
| |
| end
| |
| -- Put the icons in the second row
| |
| table.insert(ret, '\r\n|-')
| |
| table.insert(ret, '\r\n!')
| |
| for _, biome in ipairs(Township.biomes) do
| |
| table.insert(ret, '\r\n!'..Icons.Icon({biome.name, type='biome', notext=true, nolink=true}))
| |
| end
| |
|
| |
| for _, _building in ipairs(p._SortedBuildings()) do
| |
| -- Fix melvorF:Statues
| |
| local building = p._GetBuildingByID(_building.id)
| |
| -- Skip upgraded buildings
| |
| local downgrade = p._GetBuildingDowngrade(building)
| |
| if downgrade == nil then
| |
| -- Let's populate the biome habitability data
| |
| local biomeModifiers = Shared.clone(biomeModifiersMaster)
| |
| -- Set all valid biomes to 0
| |
| for _, biomeid in ipairs(building.biomes) do
| |
| biomeModifiers[biomeid] = 0
| |
| end
| |
| -- Then add the biome modifier values
| |
| for _, biomeModifier in ipairs(building.biomeModifiers) do
| |
| biomeModifiers[biomeModifier.biomeID] = biomeModifier.value
| |
| end
| |
|
| |
| -- Let's build the row
| |
| table.insert(ret, '\r\n|-')
| |
| table.insert(ret, '\r\n!data-sort-value="'..building.name..'" style="text-align:left"|'..Icons.Icon({building.name, type='building'}))
| |
| for _, biome in ipairs(Township.biomes) do
| |
| local modifier = biomeModifiers[biome.id]
| |
| if modifier then
| |
| if modifier == 0 then
| |
| -- Buildable but no bonuses
| |
| table.insert(ret, '\r\n|class="table-na"|+0%')
| |
| else
| |
| -- Bonus or penalty
| |
| local class = modifier < 0 and 'table-negative' or 'table-positive'
| |
| local modifier_value = Shared.numStrWithSign(modifier)
| |
| table.insert(ret, '\r\n|class="'..class..'"|<b>'..modifier_value..'%</b>')
| |
| end
| |
| else
| |
| -- Invalid biome
| |
| table.insert(ret, '\r\n|style="border:0px"|')
| |
| end
| |
| end
| |
| end
| |
| end
| |
| table.insert(ret, '\r\n|}')
| |
| return table.concat(ret)
| |
| end
| |
|
| |
| return p
| |