Module:Sandbox/GauTest/Township: Difference between revisions

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local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local GameData = require('Module:GameData')
local Constants = require('Module:Constants')


local p = {}
local Township = GameData.getSkillData('melvorD:Township')
p.Township = Township
-- Returns the recipe for the item of a desired skill.
-- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data so we instead use this quick function
function p._FindItemRecipes(itemid, skill)
-- No skill? No recipes
if skill == nil then
return {}
end
-- the key name for each skill in the json file
local skill_recipe_keys = {
['melvorD:Woodcutting'] = {recipes='trees', productID='productId'}, -- lowercase "d"
['melvorD:Fishing'] = {recipes='fish', productID='productId'}, -- lowercase "d"
['melvorD:Cooking'] = {recipes='recipes', productID='productID'},
['melvorD:Mining'] = {recipes='rockData', productID='productId'}, -- lowercase "d"
['melvorD:Smithing'] = {recipes='recipes', productID='productID'},
['melvorD:Farming'] = {recipes='recipes', productID='productId'}, -- lowercase "d"
['melvorD:Summoning'] = {recipes='recipes', productID='productID'},
['melvorD:Fletching'] = {recipes='recipes', productID='productID'},
['melvorD:Crafting'] = {recipes='recipes', productID='productID'},
['melvorD:Runecrafting'] = {recipes='recipes', productID='productID'},
['melvorD:Herblore'] = {recipes='recipes', productID='potionIDs'} -- Special case potions I-IV
--[[ Excluded skills:
Attack, Strength, Defence, Magic, Ranged, Prayer, Slayer
Thieving, Agility, Astrology, Firemaking, Township (not items)]]
}
local results = {}
local SkillData = GameData.getSkillData(skill)
local recipes = skill_recipe_keys[skill].recipes
local productID = skill_recipe_keys[skill].productID
if SkillData[recipes] ~= nil then
for _, recipe in ipairs(SkillData[recipes]) do
-- Special case for Herblore
if skill == 'melvorD:Herblore' then
-- Iterate over the 4 potion tiers
for _, potionid in ipairs(recipe[productID]) do
if itemid == potionid then
table.insert(results, Shared.clone(recipe))
end
end
-- Base case
else
if itemid == recipe[productID] then
table.insert(results, Shared.clone(recipe))
end
end
end
end
return results
end
-- Returns a list of all the Township resources
function p._ResourcesData()
-- Get a sorted list of all the resources
local resources = GameData.sortByOrderTable(Township.resources, Township.resourceDisplayOrder)
resources = Shared.clone(resources)
return resources
end
-- Returns a sorted list of all Township buildings
function p._SortedBuildings()
return GameData.sortByOrderTable(Township.buildings, Township.buildingDisplayOrder)
end
-- Returns a list of all the Township resources along with the Trader's trade ratios
function p._TraderData()
-- Get the list of resources. We get a copy instead of directly using p.resources because we are going to modify the table
local resources = p._ResourcesData()
-- Get the list of tradeable items
-- See township.js -> TownshipResource.buildResourceItemConversions for the calculation of valid items
local function matchNone(item)
return false
end
local function matchFood(item)
return item.type == 'Food' and (not string.match(item.id, '_Perfect')) and item.category ~= 'Farming' and (not item.ignoreCompletion)
end
local function matchLogs(item)
return item.type == 'Logs'
end
local function matchOre(item)
return item.type == 'Ore' and item.id ~= 'melvorTotH:Meteorite_Ore'
end
local function matchCoal(item)
return item.id == 'melvorD:Coal_Ore'
end
local function matchBar(item)
return item.type == 'Bar' and item.id ~= 'melvorTotH:Meteorite_Bar'
end
local function matchHerb(item)
return item.type == 'Herb'
end
local function matchEssence(item)
return item.id == 'melvorD:Rune_Essence' or item.id == 'melvorTotH:Pure_Essence'
end
local function matchLeather(item)
return item.id == 'melvorD:Leather'
end
local function matchPotion(item)
return item.type == 'Potion' and string.match(item.id, '_IV')
end
local function matchClothing(item)
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'
end
local traderMatchesList = {
['melvorF:GP'] = {traderMatches = matchNone},
['melvorF:Food'] = {traderMatches = matchFood},
['melvorF:Wood'] = {traderMatches = matchLogs},
['melvorF:Stone'] = {traderMatches = matchOre},
['melvorF:Ore'] = {traderMatches = matchOre},
['melvorF:Coal'] = {traderMatches = matchCoal},
['melvorF:Bar'] = {traderMatches = matchBar},
['melvorF:Herbs'] = {traderMatches = matchHerb},
['melvorF:Rune_Essence'] = {traderMatches = matchEssence},
['melvorF:Leather'] = {traderMatches = matchLeather},
['melvorF:Potions'] = {traderMatches = matchPotion},
['melvorF:Planks'] = {traderMatches = matchLogs},
['melvorF:Clothing'] = {traderMatches = matchClothing}
}
for _, resource in ipairs(resources) do
resource.itemConversions = Shared.clone(GameData.getEntities('items', traderMatchesList[resource.id].traderMatches))
end
-- Calculate the trader's conversion ratios
-- See township.js TownshipResource.getBaseConvertToTownshipRatio and TownshipResource.getBaseConvertFromTownshipRatio for the conversion prices
for _, resource in ipairs(resources) do
if resource.id == 'melvorF:Food' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = math.max(math.floor(1000/(item.healsFor*10)), 2)
item.fromTownship = item.healsFor*5*6*5
end
elseif resource.id == 'melvorF:Planks' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = math.max(math.floor(3000/math.max(item.sellsFor, 1)), 2)
item.fromTownship = math.max(math.ceil(item.sellsFor/2)*6, 1);
end
elseif resource.id == 'melvorF:Rune_Essence' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = 5
item.fromTownship = (item.sellsFor+1)*10*6
end
elseif resource.id == 'melvorF:Leather' then
for _, item in ipairs(resource.itemConversions) do
item.toTownship = 20
item.fromTownship = 20*6
end
else
for _, item in ipairs(resource.itemConversions) do
        item.toTownship = math.max(math.floor(1000/math.max(item.sellsFor, 1)), 2)
    item.fromTownship = math.max(item.sellsFor*6, 1)
end
end
end
return resources
end
p.resources = p._TraderData()
-- Builds the table of trader items
function p.GetTraderTable(frame)
-- Get the resources data with associated trader data
-- Build the text
local ret = {}
for _, resource in ipairs(p.resources) do
if #resource.itemConversions ~= 0 then -- Skips GP
local ret_resource = {}
-- Header
table.insert(ret_resource, '\r\n==='..resource.name..'===')
table.insert(ret_resource, '\r\n{| class="wikitable sortable stickyHeader"')
table.insert(ret_resource, '\r\n|- class="headerRow-0"')
table.insert(ret_resource, '\r\n!Item')
table.insert(ret_resource, '\r\n!Name')
table.insert(ret_resource, '\r\n!Level')
table.insert(ret_resource, '\r\n!Give To')
table.insert(ret_resource, '\r\n!Take From')
table.insert(ret_resource, '\r\n!Value')
table.insert(ret_resource, '\r\n!Value/Resource')
if resource.id =='melvorF:Food' then
table.insert(ret_resource, '\r\n!Heals')
table.insert(ret_resource, '\r\n!Heals/Resource')
end
-- Each item
for _, item in ipairs(resource.itemConversions) do
-- To indicate the skill level, we need to find the recipe of the item in the target skill
-- Unfortunately Module:Items/SourceTables.getItemSources does not provide parseable data
local required_level = nil
local recipes = nil
-- Get the skill based on the item.id or else use the resource's default skill
local skill_overrides = {
['melvorD:Raw_Magic_Fish'] = 'melvorD:Fishing',
['melvorF:Apple'] = 'melvorD:Farming',
}
local skill = skill_overrides[item.id] or p._GetResourceSkill(resource.id)
local skill_namespace, skill_localid = GameData.getLocalID(skill or '')
-- Check for upgraded Crafting items and downgrade them so we can display the crafting level for the base item
-- e.g. converts Black_Dhide_Body_U -> Black_Dhide_Body for the purposes of the lookup
local lookup_id = item.id
if string.match(item.id, '_U$') then
lookup_id = string.sub(item.id, 1, #item.id - 2)
end
-- Find the recipe's level
local recipes = p._FindItemRecipes(lookup_id, skill)
if #recipes == 1 then
required_level = recipes[1].level
end
-- Alright, now that we've found the required recipe and level, we can draw the item's row entry
table.insert(ret_resource, '\r\n|-')
-- Icon
table.insert(ret_resource, '\r\n|style="text-align:center"|'..Icons.Icon({item.name, type='item', size='50', notext=true}))
-- Name
table.insert(ret_resource, '\r\n|style="text-align:left"|'..Icons.getExpansionIcon(item.id)..Icons.Icon({item.name, type='item', noicon=true}))
-- Level
if required_level == nil then
-- Recipe not found, or multiple recipes found
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="0"|N/A')
else
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)
end
-- Give To
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))
-- Take From
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))
-- Value
table.insert(ret_resource, '\r\n|style="text-align:center" data-sort-value="' .. item.sellsFor .. '"|'..Icons.GP(item.sellsFor))
-- Value/Resource
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)))
if resource.id =='melvorF:Food' then
-- Heals
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))
-- Heals/Resource
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))
end
end
table.insert(ret_resource, '\r\n|}')
table.insert(ret, table.concat(ret_resource))
end
end
return table.concat(ret)
end
-- Gets the associated skill of a resource by id
local resource_skill = {
['melvorF:GP'] = {skill = nil},
['melvorF:Food'] = {skill = 'melvorD:Cooking'},
['melvorF:Wood'] = {skill = 'melvorD:Woodcutting'},
['melvorF:Stone'] = {skill = 'melvorD:Mining'},
['melvorF:Ore'] = {skill = 'melvorD:Mining'},
['melvorF:Coal'] = {skill = 'melvorD:Mining'},
['melvorF:Bar'] = {skill = 'melvorD:Smithing'},
['melvorF:Herbs'] = {skill = 'melvorD:Farming'},
['melvorF:Rune_Essence'] = {skill = 'melvorD:Mining'},
['melvorF:Leather'] = {skill = nil},
['melvorF:Potions'] = {skill = 'melvorD:Herblore'},
['melvorF:Planks'] = {skill = 'melvorD:Woodcutting'},
['melvorF:Clothing'] = {skill = nil}
}
function p._GetResourceSkill(id)
return resource_skill[id].skill
end
-- Gets a Township building by ID, e.g. melvorF:Hunters_Cabin
function p._GetBuildingByID(id)
-- Check for the special statue case
if id == 'melvorF:Statues' then
local building = Shared.clone(GameData.getEntityByID(Township.buildings, id))
building.name = 'Statue of Worship'
return building
else
return GameData.getEntityByID(Township.buildings, id)
end
end
-- Gets a Township building by name, e.g. Hunters Cabin
function p._GetBuildingByName(name)
-- Check for the special statue case
if name == 'STATUE_NAME' then
name = 'Statue of Worship'
end
local STATUE_OF = 'Statue of '
if string.sub(name, 1, string.len(STATUE_OF)) == STATUE_OF then
local building = Shared.clone(GameData.getEntityByName(Township.buildings, 'STATUE_NAME'))
building.name = name
return building
else
return GameData.getEntityByName(Township.buildings, name)
end
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})..'&nbsp;'..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>')
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, Icons.Icon({biomename, type='biome', notext=true, nolink=true})..' <span style="color:'..color..'"><b>'..biomename..' ('..modifier_value..'%)</b></span>')
else
table.insert(ret, Icons.Icon({biomename, type='biome', notext=true, nolink=true})..' <span>'..biomename..'</span>')
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})..'&nbsp;'..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})..'&nbsp;-'..demand..'</span>')
end
end
retProduction = table.concat(retProduction, ', ')..'/t ('..Icons.Icon({'Workers', type='township', notext=true})..'&nbsp;'..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})..'&nbsp;'..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})..'&nbsp;'..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

Latest revision as of 22:27, 29 June 2024

Documentation for this module may be created at Module:Sandbox/GauTest/Township/doc