Module:Items/ComparisonTables: Difference between revisions

From Melvor Idle
(Update for v1.3)
(Add two-handed indicator column for weapon tables)
 
(26 intermediate revisions by 3 users not shown)
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local Icons = require('Module:Icons')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
local Items = require('Module:Items')
local Num = require('Module:Number')
local FL = require('Module:FunList')


local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
Line 19: Line 21:
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
NotMagic = {'Torrential Blast Crossbow', 'Spectral Ice Sword', 'Lightning Strike 1H Sword', 'FrostSpark 1H Sword'}
}
}
local slotOverrides = {
['Enhancement'] = 'melvorD:Enhancement'
}
local itemStyleOverrides = {
['Melee'] = {
'melvorF:Slayer_Helmet_Basic',
'melvorF:Slayer_Platebody_Basic',
'melvorF:Paladin_Gloves',
'melvorF:Desert_Wrappings',
'melvorF:Knights_Defender',
},
['Ranged'] = {
'melvorF:Slayer_Cowl_Basic',
'melvorF:Slayer_Leather_Body_Basic',
'melvorD:Cape_Of_Prat',
'melvorD:Ice_Arrows',
},
['Magic'] = {
'melvorF:Slayer_Wizard_Hat_Basic',
'melvorF:Slayer_Wizard_Robes_Basic',
'melvorF:Skull_Cape',
'melvorD:Enchanted_Shield',
'melvorF:Elementalist_Gloves',
'melvorTotH:Freezing_Touch_Body',
'melvorTotH:Lightning_Boots',
},
['Other'] = {
}
}
-- Categorise equipment by:
-- - Equipment slot ID
-- - Style (Melee, Ranged, Magic, Other)
p.SlotEquipment = {}
function p.populateSlotEquipment()
-- Populate from item data
local hiddenItems = {}
for _, itemID in ipairs(Items.HiddenItems) do
hiddenItems[itemID] = true
end
-- Transform style overrides into a form where items are indexed by ID
local styleOverrides = {}
for overType, itemIDs in pairs(itemStyleOverrides) do
for _, itemID in ipairs(itemIDs) do
styleOverrides[itemID] = overType
end
end
for _, item in ipairs(GameData.rawData.items) do
if (
-- Item is not hidden (includes debug items)
hiddenItems[item.id] == nil
-- Item isn't exclusive to Golbin Raid minigame
and (item.golbinRaidExclusive == nil or not item.golbinRaidExclusive)
-- Item can be equipped to any slot
and item.validSlots ~= nil
) then
-- Item is equippment to be included within equipment tables
local equipEntry = {
['item'] = item,
['slots'] = {},
['isWeapon'] = nil,
['style'] = nil
}
-- Determine which slots the equipment can be equipped to
local occupiesSlots = item.occupiesSlots or {}
for _, slotLocalID in ipairs(item.validSlots) do
local newSlotID = slotLocalID
-- Classify javelins and throwing knives as weapons
if slotLocalID == 'Quiver' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
newSlotID = 'Weapon'
-- Combine all enhancements
elseif Shared.contains({'Enhancement1', 'Enhancement2', 'Enhancement3'}, slotLocalID) then
newSlotID = 'Enhancement'
end
equipEntry.slots[newSlotID] = true
end
equipEntry.isWeapon = equipEntry.slots['Weapon'] or Shared.contains(occupiesSlots, 'Weapon')
-- Determine the style of the item (Melee, Ranged, Magic, Other)
local function hasSkillReq(reqs, localSkillID)
if reqs ~= nil then
local skillID = Shared.getNamespacedID('melvorD', localSkillID)
for levelType, typeReqs in pairs(reqs) do
if typeReqs[skillID] ~= nil then
return true
end
end
end
return false
end
local levelReqs = Items._getItemLevelReqs(item)
-- Apply any overrides first
if styleOverrides[item.id] ~= nil then
equipEntry.style = styleOverrides[item.id]
-- Weapon styles can be checked using the attackType property
elseif equipEntry.isWeapon and Shared.contains({'melee', 'ranged', 'magic'}, item.attackType) then
equipEntry.style = Shared.titleCase(item.attackType)
-- Magic
elseif hasSkillReq(levelReqs, 'Magic') then
equipEntry.style = 'Magic'
-- Ranged
elseif (
hasSkillReq(levelReqs, 'Ranged')
or equipEntry.slots.Quiver ~= nil
or item.ammoType ~= nil
) then
equipEntry.style = 'Ranged'
-- Melee
elseif (
hasSkillReq(levelReqs, 'Attack')
or hasSkillReq(levelReqs, 'Defence')
) then
equipEntry.style = 'Melee'
-- Other, default style if unmatched
else
equipEntry.style = 'Other'
end
-- Finally, add the entry into the slotEquipment table
table.insert(p.SlotEquipment, equipEntry)
end
end
end
p.populateSlotEquipment()
local function getEquipItemList(filter)
local equip = GameData.getEntities(p.SlotEquipment, function(x) return filter(x) end)
local items = {}
for _, entry in ipairs(equip) do
table.insert(items, entry.item)
end
return items
end


local function getSlotID(slot)
local function getSlotID(slot)
-- If slot is a slot name, convert it to the slot ID instead
local slotID = Shared.getNamespacedID('melvorD', slot)
local slotID = Shared.getNamespacedID('melvorD', slot)
local slotData = GameData.getEntityByID('equipmentSlots', slotID)
local slotData = GameData.getEntityByID('equipmentSlots', slotID)
-- Validate slotID
 
if slotData == nil then
if slotData == nil then
if slotOverrides[slot] ~= nil then
return slotOverrides[slot]
end
-- slotID invalid, check if user provided a slot name
-- slotID invalid, check if user provided a slot name
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
slotData = GameData.getEntityByProperty('equipmentSlots', 'emptyName', slot)
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end
end


function p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
local function getItems(slotID, style)
if includeModifiers == nil then includeModifiers = false end
local _, slotLocalID = Shared.getLocalID(slotID)
if sortByName == nil then sortByName = false end


--Getting some lists set up here that will be used later
return getEquipItemList(
--First, the list of columns used by both weapons & armour
function(entry)
local statColumns = {
return (
'stabAttackBonus', 'slashAttackBonus', 'blockAttackBonus',
entry.slots[slotLocalID] ~= nil
'rangedAttackBonus', 'magicAttackBonus', 'meleeStrengthBonus',
and (style == nil or style == '' or style == entry.style)
'rangedStrengthBonus', 'magicDamageBonus', 'meleeDefenceBonus',
)
'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction',
end
'attackLevelRequired', 'strengthLevelRequired', 'defenceLevelRequired',
)
'rangedLevelRequired', 'magicLevelRequired'
end
}


if Shared.tableIsEmpty(itemList) then
--== Helper Functions for getCategoryTable ==--
return Shared.printError('You must select at least one item to get stats for')
local function createStatCell(row, statVal)
local cell = row:tag('td')
if statVal > 0 then
cell:addClass('table-positive')
elseif statVal < 0 then
cell:addClass('table-negative')
end
if math.abs(statVal) >= 1000 then
cell:attr('data-sort-value', statVal)
end
end
cell:css('text-align', 'right')
return cell
end


local isWeaponType = ((itemList[1].validSlots ~= nil and Shared.contains(itemList[1].validSlots, 'Weapon'))
local function addStatCell(row, item, stat)
or (itemList[1].occupiesSlots ~= nil and Shared.contains(itemList[1].occupiesSlots, 'Weapon'))) and Shared.contains(weaponTypes, itemList[1].type)
local statVal = 0
if item.equipmentStats ~= nil then
statVal = item.equipmentStats[stat] or 0
end
return createStatCell(row, statVal)
:wikitext(Num.formatnum(statVal))
end


--Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
local function addDRCell(row, item)
local ignoreColumns = Shared.clone(statColumns)
local dr = 0
for i, item in pairs(itemList) do
local icon = nil
local ndx = 1
while Shared.tableCount(ignoreColumns) >= ndx do
-- Grab damage reduction figure
if Items._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
if item.equipmentStats ~= nil then
table.remove(ignoreColumns, ndx)
if item.equipmentStats.damageReduction then
else
dr, icon = item.equipmentStats.damageReduction, 'Damage Reduction'
ndx = ndx + 1
elseif item.equipmentStats.resistanceAbyssal then
end
dr, icon = item.equipmentStats.resistanceAbyssal, 'Abyssal Resistance'
elseif item.equipmentStats.resistanceEternal then
dr, icon = item.equipmentStats.resistanceEternal, 'Eternal Resistance'
end
end
end
end
 
--Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
local cell = createStatCell(row, dr)
local attBonusCols = 5
local strBonusCols = 2
-- Add DR icons, if there's any value
local defBonusCols = 3
if dr ~= 0 then
local lvlReqCols = 5
cell:wikitext(Icons.Icon({icon, size=15, notext='true'}) .. ' ')
local ndx = 1
while Shared.tableCount(statColumns) >= ndx do
local colName = statColumns[ndx]
if Shared.contains(ignoreColumns, colName) then
if Shared.contains(colName, 'AttackBonus') then attBonusCols = attBonusCols - 1 end
if Shared.contains(colName, 'trengthBonus') then strBonusCols = strBonusCols - 1 end
if Shared.contains(colName, 'efenceBonus') then defBonusCols = defBonusCols - 1 end
if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
table.remove(statColumns, ndx)
else
ndx = ndx + 1
end
end
end
-- Add DR value
cell:wikitext(dr .. '%')
return cell
end


--Alright, let's start the table by building the shared header
local function getRequirements(item)
local resultPart = {}
if item.equipRequirements == nil then
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
return nil
if isWeaponType then
--Weapons have extra columns here for Attack Speed and "Two Handed?"
table.insert(resultPart, '\r\n!colspan="4"|')
else
table.insert(resultPart, '\r\n!colspan="2"|')
end
end
if attBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..attBonusCols..'"|Attack Bonus')
local function getSkillName(skillID)
local _, localSkillID = GameData.getLocalID(skillID)
return localSkillID
end
end
if strBonusCols > 0 then
table.insert(resultPart, '\r\n!colspan="'..strBonusCols..'"|Str. Bonus')
local iconFuncs = {
['AbyssalLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID), 'melvorItA:Abyssal') .. ' ' .. x.level
end,
['SkillLevel'] = function(x)
return Icons._SkillRealmIcon(getSkillName(x.skillID)) .. ' ' .. x.level
end,
}
local reqs = {}
local abyssalSkills = {}
local highestLvReq = 0
-- Filter out all Abyssal Levels
    for _, req in ipairs(item.equipRequirements) do
        if req.type == 'AbyssalLevel' then abyssalSkills[req.skillID] = true end
    end
-- If the req is a SkillLevel, but the skillID is already an AbyssalLevel, skip the entry
-- These are likely 99 Level requirements in addition to the AbyssalLevel requirement.
    for _, req in ipairs(item.equipRequirements) do
if not (req.type == 'SkillLevel' and abyssalSkills[req.skillID] == true) then
-- Add requirement via factory function.
local func = iconFuncs[req.type]
if func then table.insert(reqs, func(req)) end
-- Track highest level for data sorting.
local lv = req.level or 0
if lv > highestLvReq then highestLvReq = lv end
end
    end
   
    if Shared.tableIsEmpty(abyssalSkills) == false then
    highestLvReq = highestLvReq + 200
    end
 
return {
['datasortvalue'] = highestLvReq,
['requirements'] = table.concat(reqs, '<br>')
}
end
 
function p.getEquipmentTable(itemList, slot, style)
local iconSize = 20
local fl = FL.new(itemList)
-- If slot is nil, find out if we have any weapons.
if slot == nil then
if fl:any(function(x) return Shared.contains(x.validSlots, 'Weapon') end) then
slot = 'Weapon'
end
end
end
if Shared.contains(statColumns, 'magicDamageBonus') then
table.insert(resultPart, '\r\n!colspan="1"|% Dmg Bonus')
-- Sort itemList by name
end
itemList = fl:sortBy(function(x) return x.name end)
if defBonusCols > 0 then
:sort()
table.insert(resultPart, '\r\n!colspan="'..defBonusCols..'"|Defence Bonus')
:toTable()
end
if Shared.contains(statColumns, 'damageReduction') then
local isWeapon = (slot == 'Weapon')
table.insert(resultPart, '\r\n!colspan="1"|DR')
local itemColspan = (isWeapon and 5) or 3
end
if lvlReqCols > 0 then
local html = mw.html.create('table')
table.insert(resultPart, '\r\n!colspan="'..lvlReqCols..'"|Lvl Req')
:addClass('wikitable sortable stickyHeader')
end
:addClass('col-1-center col-3-center')
if includeModifiers and includeDescription then
 
table.insert(resultPart, '\r\n!colspan="2"|')
local header0 = html:tag('tr'):addClass('headerRow-0')
elseif includeModifiers or includeDescription then
header0:tag('th'):attr('colspan', itemColspan)
table.insert(resultPart, '\r\n!colspan="1"|')
header0:tag('th'):attr('colspan', 5)
end
:wikitext("Attack Bonus")
--One header row down, one to go
header0:tag('th'):attr('colspan', 3)
table.insert(resultPart, '\r\n|-class="headerRow-1"')
:wikitext("Strength Bonus")
table.insert(resultPart, '\r\n!Item')
header0:tag('th'):attr('colspan', 3)
table.insert(resultPart, '\r\n!Name')
:wikitext("Defence Bonus")
--Weapons have Attack Speed here
 
if isWeaponType then
header0:tag('th'):wikitext("DR/AR")
table.insert(resultPart, '\r\n!Attack Speed')
header0:tag('th'):wikitext()
table.insert(resultPart, '\r\n!Two Handed?')
end
local header1 = html:tag('tr'):addClass('headerRow-1')
--Attack bonuses
header1:tag('th'):wikitext('Name')
if Shared.contains(statColumns, 'slashAttackBonus') then
:attr('colspan', 2)
table.insert(resultPart, '\r\n!'..Icons.Icon({'Attack', type='skill', notext='true'}))
header1:tag('th'):wikitext('DLC')
end
if isWeapon == true then
if Shared.contains(statColumns, 'stabAttackBonus') then
header1:tag('th'):wikitext('Two<br>Handed')
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', notext='true'}))
header1:tag('th'):wikitext('Attack<br>Speed')
end
if Shared.contains(statColumns, 'blockAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'rangedAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicAttackBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
end
-- Attack bonuses
header1:tag('th'):wikitext(Icons.Icon({'Attack', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Defence', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
--Strength bonuses
--Strength bonuses
if Shared.contains(statColumns, 'meleeStrengthBonus') then
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
end
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
if Shared.contains(statColumns, 'rangedStrengthBonus') then
 
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'magicDamageBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--Defence bonuses
--Defence bonuses
if Shared.contains(statColumns, 'meleeDefenceBonus') then
header1:tag('th'):wikitext(Icons.Icon({'Strength', type='skill', size=iconSize, notext='true'}))
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
header1:tag('th'):wikitext(Icons.Icon({'Ranged', type='skill', size=iconSize, notext='true'}))
end
header1:tag('th'):wikitext(Icons.Icon({'Magic', type='skill', size=iconSize, notext='true'}))
if Shared.contains(statColumns, 'rangedDefenceBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
-- Damage reduction
end
header1:tag('th'):wikitext(Icons.Icon({'Damage Reduction', size=iconSize, notext='true'}))
if Shared.contains(statColumns, 'magicDefenceBonus') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
if Shared.contains(statColumns, 'damageReduction') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
end
--Level requirements
--Level requirements
if Shared.contains(statColumns, 'attackLevelRequired') then
header1:tag('th'):wikitext('Equip Req')
table.insert(resultPart, '\r\n!'..Icons.Icon({'Attack', type='skill', notext='true'}))
 
end
-- Fill the table with all items
if Shared.contains(statColumns, 'strengthLevelRequired') then
for _, item in ipairs(itemList) do
table.insert(resultPart, '\r\n!'..Icons.Icon({'Strength', type='skill', notext='true'}))
local row = html:tag('tr')
end
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', notext=true}))
if Shared.contains(statColumns, 'defenceLevelRequired') then
:attr('data-sort-value', item.name)
table.insert(resultPart, '\r\n!'..Icons.Icon({'Defence', type='skill', notext='true'}))
row:tag('td'):wikitext(Icons.Icon({item.name, type='item', noicon=true}))
end
:attr('data-sort-value', item.name)
if Shared.contains(statColumns, 'rangedLevelRequired') then
row:tag('td'):wikitext(Icons.getDLCColumnIcon(item.id))
table.insert(resultPart, '\r\n!'..Icons.Icon({'Ranged', type='skill', notext='true'}))
:attr('data-sort-value', Icons.getExpansionID(item.id))
end
if Shared.contains(statColumns, 'magicLevelRequired') then
table.insert(resultPart, '\r\n!'..Icons.Icon({'Magic', type='skill', notext='true'}))
end
--If includeModifiers is set to 'true', add the Modifiers column
if includeModifiers then
table.insert(resultPart, '\r\n!Modifiers')
end
--If includeDescription is set to 'true', add the Description column
if includeDescription then
table.insert(resultPart, '\r\n!Description')
end


if sortByName then
-- Add two-handed & attack speed.
table.sort(itemList, function(a, b) return a.name < b.name end)
if isWeapon == true then
end
local twoHandText = (Items._getItemStat(item, 'isTwoHanded') and 'Yes') or 'No'
for i, item in ipairs(itemList) do
row:tag('td'):wikitext(twoHandText)
if isWeaponType then
:css('text-align', 'center')
--Building rows for weapons
local atkSpeed = Items._getItemStat(item, 'attackSpeed', true)
local atkSpeed = Items._getItemStat(item, 'attackSpeed') or 0
table.insert(resultPart, '\r\n|-')
if atkSpeed > 0 then
table.insert(resultPart, '\r\n|style="text-align: centre;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's')
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
:attr('data-sort-value', atkSpeed)
table.insert(resultPart, '\r\n| data-sort-value="' .. atkSpeed .. '" style="text-align:right;" |'..Shared.round(atkSpeed / 1000, 3, 1) .. 's')
:css('text-align', 'right')
--That's the first list out of the way, now for 2-Handed
else
table.insert(resultPart, '\r\n| style="text-align: right;"|')
row:tag('td'):wikitext('N/A')
table.insert(resultPart, Items._getItemStat(item, 'isTwoHanded') and 'Yes' or 'No')
:addClass('table-na')
for j, statName in pairs(statColumns) do
local statValue = Items._getItemStat(item, statName, true)
table.insert(resultPart, '\r\n| style="text-align:right;" class="')
if string.find(statName, '^(.+)LevelRequired$') == nil then
if statValue > 0 then
table.insert(resultPart, 'table-positive')
elseif statValue < 0 then
table.insert(resultPart, 'table-negative')
end
end
table.insert(resultPart, '"|'..Shared.formatnum(statValue))
if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
end
--If requested, add the item Modifiers
if includeModifiers then
table.insert(resultPart, '\r\n| ')
local txtLines = {}
if item.modifiers ~= nil then
table.insert(txtLines, Modifiers.getModifiersText(item.modifiers, true, false, 10))
end
--For items with a special attack, show the details
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(txtLines, "'''Special Attack:'''")
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
local attChance = spAtt.defaultChance
if item.overrideSpecialChances ~= nil then
attChance = item.overrideSpecialChances[i]
end
table.insert(txtLines, attChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(txtLines, spAtt.description)
end
end
table.insert(resultPart, table.concat(txtLines, '<br/>'))
end
--If requested, add description
if includeDescription then
table.insert(resultPart, '\r\n| ' .. getItemDesc(item))
end
end
end
-- Attack bonuses
addStatCell(row, item, 'stabAttackBonus')
addStatCell(row, item, 'slashAttackBonus')
addStatCell(row, item, 'blockAttackBonus')
addStatCell(row, item, 'rangedAttackBonus')
addStatCell(row, item, 'magicAttackBonus')
-- Strength bonuses
addStatCell(row, item, 'meleeStrengthBonus')
addStatCell(row, item, 'rangedStrengthBonus')
addStatCell(row, item, 'magicDamageBonus'):wikitext('%')
-- Defence bonuses
addStatCell(row, item, 'meleeDefenceBonus')
addStatCell(row, item, 'rangedDefenceBonus')
addStatCell(row, item, 'magicDefenceBonus')
-- Add Damage Reduction / Abyssal Resistance
addDRCell(row, item)
local reqs = getRequirements(item)
if reqs == nil then
row:tag('td'):wikitext('None')
:attr('data-sort-value', 0)
else
else
--Building rows for armour
row:tag('td'):wikitext(reqs.requirements)
table.insert(resultPart, '\r\n|-')
:attr('data-sort-value', reqs.datasortvalue)
table.insert(resultPart, '\r\n|'..Icons.Icon({(item.name or 'Unknown'), type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
for j, statName in pairs(statColumns) do
local statValue = Items._getItemStat(item, statName, true)
table.insert(resultPart, '\r\n|style="text-align:right;" class="')
if statValue > 0 then
table.insert(resultPart, 'table-positive')
elseif statValue < 0 then
table.insert(resultPart, 'table-negative')
end
table.insert(resultPart, '"|'..Shared.formatnum(statValue))
if statName == 'magicDamageBonus' or statName == 'damageReduction' then table.insert(resultPart, '%') end
end
--If requested, add the item Modifiers
if includeModifiers then
table.insert(resultPart, '\r\n| ')
local txtLines = {}
if item.modifiers ~= nil then
table.insert(txtLines, Modifiers.getModifiersText(item.modifiers, true, false, 10))
end
--For items with a special attack, show the details
if item.specialAttacks ~= nil and not Shared.tableIsEmpty(item.specialAttacks) then
table.insert(txtLines, "'''Special Attack:'''")
for i, spAttID in ipairs(item.specialAttacks) do
local spAtt = GameData.getEntityByID('attacks', spAttID)
local attChance = spAtt.defaultChance
if item.overrideSpecialChances ~= nil then
attChance = item.overrideSpecialChances[i]
end
table.insert(txtLines, attChance .. '% chance for ' .. spAtt.name .. ':')
table.insert(txtLines, spAtt.description)
end
end
table.insert(resultPart, table.concat(txtLines, '<br/>'))
end
--If requested, add description
if includeDescription then
table.insert(resultPart, '\r\n| ' .. getItemDesc(item))
end
end
end
end
end


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


function p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
function p.getCategoryTable(frame)
-- If slot is a slot name, convert it to the slot ID instead
local args = frame.args ~= nil and frame.args or frame
local slot, style = args[1], Shared.titleCase(args[2] or '')
local slotID = getSlotID(slot)
local slotID = getSlotID(slot)
if slotID == nil then
if slotID == nil then
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
return Shared.printError('Invalid slot ID: ' .. (slot or 'nil'))
elseif style ~= nil and style ~= '' and itemStyleOverrides[style] == nil then
return Shared.printError('Invalid style: ' .. (style or 'nil'))
end
end
local slotNS, slotLocalID = Shared.getLocalID(slotID)


local itemList = Items.getItems(function(item)
return p.getEquipmentTable(getItems(slotID, style), slot)
-- Exclude the debug item
if item.id == 'melvorD:DEBUG_ITEM' then
return false
end
-- Exclude Golbin raid exclusives for now, such that they don't
-- pollute various equipment tables
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
return false
end
local isMatch = true
if style == 'Melee' then
if ((Items._getItemStat(item, 'defenceLevelRequired') == nil and Items._getItemStat(item, 'attackLevelRequired') == nil) and not Shared.contains(styleOverrides.Melee, item.name)) or Shared.contains(styleOverrides.NotMelee, item.name) then isMatch = false end
elseif style == 'Ranged' then
if (Items._getItemStat(item, 'rangedLevelRequired') == nil and not Shared.contains(styleOverrides.Ranged, item.name)) or Shared.contains(styleOverrides.NotRanged, item.name)  then isMatch = false end
elseif style == 'Magic' then
if (Items._getItemStat(item, 'magicLevelRequired') == nil and not Shared.contains(styleOverrides.Magic, item.name)) or Shared.contains(styleOverrides.NotMagic, item.name) then isMatch = false end
elseif style == 'None' then
if (Items._getItemStat(item, 'defenceLevelRequired') ~= nil or Items._getItemStat(item, 'rangedLevelRequired') ~= nil or Items._getItemStat(item, 'magicLevelRequired') ~= nil or
Shared.contains(styleOverrides.Melee, item.name) or Shared.contains(styleOverrides.Ranged, item.name) or Shared.contains(styleOverrides.Magic, item.name)) and
not Shared.contains(styleOverrides.None, item.name) then
isMatch = false
end
end
local sID = slotLocalID
if sID == nil or not Shared.contains(item.validSlots, sID) then isMatch = false end
 
if isMatch and other ~= nil then
if slot == 'Cape' then
-- TODO Would be more reliable if based on items appearing within the relevant shop categories instead
local isSkillcape = Shared.contains(item.name, 'Skillcape') or Shared.contains(item.name, 'Cape of Completion')
if other == 'Skillcapes' then
isMatch = isSkillcape
elseif other == 'No Skillcapes' then
isMatch = not isSkillcape
end
end
if slotLocalID == 'Weapon' then --For quiver slot or weapon slot, 'other' is the ammo type
isMatch = other == item.ammoTypeRequired
elseif slotLocalID == 'Quiver' then
if other == 'Thrown' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
isMatch = true
else
isMatch = other == item.ammoType
end
end
end
 
return isMatch
end)
return p._getEquipmentTable(itemList, includeModifiers, includeDescription, sortByName)
end
 
function p.getCategoryTable(frame)
local style = frame.args ~= nil and frame.args[1] or frame[1]
local slot = frame.args ~= nil and frame.args[2] or frame[2]
local other = frame.args ~= nil and frame.args[3] or frame[3]
local includeModifiers = frame.args ~= nil and frame.args.includeModifiers or frame.includeModifiers
local includeDescription = frame.args ~= nil and frame.args.includeDescription or frame.includeDescription
local sortByName = frame.args ~= nil and frame.args.sortByName or frame.sortByName
 
includeModifiers = includeModifiers ~= nil and string.upper(includeModifiers) == 'TRUE' or false
includeDescription = includeDescription ~= nil and string.upper(includeDescription) == 'TRUE' or false
sortByName = sortByName ~= nil and string.upper(sortByName) == 'TRUE' or false
 
return p._getCategoryTable(style, slot, other, includeModifiers, includeDescription, sortByName)
end
end


Line 391: Line 453:


local itemList, errItems = {}, {}
local itemList, errItems = {}, {}
local errMsg = 'Some items not found in database: '
local hasErr = false
for i, rawItemName in ipairs(frameArgs) do
for i, rawItemName in ipairs(frameArgs) do
local itemName = Shared.trim(rawItemName)
local itemName = Shared.trim(rawItemName)
Line 402: Line 462:
end
end
end
end
 
if not Shared.tableIsEmpty(errItems) then
if not Shared.tableIsEmpty(errItems) then
return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', '))
return Shared.printError('Some items not found in database: ' .. table.concat(errItems, ', '))
else
else
return p._getEquipmentTable(itemList, includeModifiers)
return p.getEquipmentTable(itemList)
end
end
 
function p.getDoubleLootTable(frame)
local modsDL = {
["id"] = {
'melvorD:doubleItemsSkill',
'melvorD:doubleItemsChanceAgainstDamageType'
},
["alias"] = {
'increasedChanceToDoubleLootCombat',
'decreasedChanceToDoubleLootCombat',
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal'
}
}
local matchCriteria = Modifiers.getMatchCriteriaFromIDs(modsDL.id, modsDL.alias)
local itemMatchedMods = {}
local itemList = Items.getItems(
function(item)
if item.modifiers ~= nil then
local matchedMods = Modifiers.getMatchingModifiers(item.modifiers, matchCriteria)
if Shared.tableIsEmpty(matchedMods.matched) then
return false
else
itemMatchedMods[item.id] = matchedMods.matched
return true
end
end
end
)
 
local resultPart = {}
table.insert(resultPart, '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan="2"|Name!!Bonus!!Description')
for i, item in Shared.skpairs(itemList) do
local lootValue = Modifiers.getModifierValue(itemMatchedMods[item.id])
 
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|data-sort-value="'..item.name..'"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '||' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '||style ="text-align: right;" data-sort-value="'..lootValue..'"|'..lootValue..'%')
table.insert(resultPart, '||' .. getItemDesc(item))
end
end
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
end


Line 570: Line 584:
local PR = item.providedRunes
local PR = item.providedRunes
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|-')
table.insert(resultPart, '\r\n|style="text-align: centre;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|style="text-align: center;"|'..Icons.Icon({item.name, type='item', size=50, notext=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
table.insert(resultPart, '\r\n|' .. Icons.getExpansionIcon(item.id) .. Icons.Icon({item.name, type='item', noicon=true}))
local runeLines = {}
local runeLines = {}
Line 630: Line 644:
function p.getDRTable(frame)
function p.getDRTable(frame)
local style = frame.args ~= nil and frame.args[1] or frame
local style = frame.args ~= nil and frame.args[1] or frame
local SlotNames = {}
local slotNames = {}
local ItemList = {}
if style == 'Other' then
if style == 'Other' then
SlotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'}
slotNames = {'Helmet', 'Platelegs', 'Gloves', 'Shield', 'Cape', 'Amulet', 'Ring'}
else
else
SlotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'}
slotNames = {'Helmet', 'Platebody', 'Platelegs', 'Boots', 'Gloves', 'Weapon', 'Shield'}
end
end
ItemList = Items.getItems(function(item)
local itemList = getEquipItemList(
local isMatch = true
function(entry)
if Items._getItemStat(item, 'damageReduction', true) <= 0 then
if Items._getItemStat(entry.item, 'damageReduction', true) <= 0 then
return false
-- Item provides no DR: Exclude
end
return false
-- Exclude Golbin raid exclusives for now, such that they don't
end
-- pollute various equipment tables
 
if item.golbinRaidExclusive ~= nil and item.golbinRaidExclusive then
-- Check equipment slot matches
return false
local slotMatch = false
end
for _, slotName in ipairs(slotNames) do
--Using the same checks for Melee/Ranged/Magic that the Equipment Tables use
if entry.slots[slotName] ~= nil then
if style == 'Melee' then
slotMatch = true
if ((Items._getItemStat(item, 'defenceLevelRequired') == nil and Items._getItemStat(item, 'attackLevelRequired') == nil) and not Shared.contains(styleOverrides.Melee, item.name)) or Shared.contains(styleOverrides.NotMelee, item.name) then isMatch = false end
break
elseif style == 'Ranged' then
end
if (Items._getItemStat(item, 'rangedLevelRequired') == nil and not Shared.contains(styleOverrides.Ranged, item.name)) or Shared.contains(styleOverrides.NotRanged, item.name)  then isMatch = false end
end
elseif style == 'Magic' then
if not slotMatch then
if (Items._getItemStat(item, 'magicLevelRequired') == nil and not Shared.contains(styleOverrides.Magic, item.name)) or Shared.contains(styleOverrides.NotMagic, item.name) then isMatch = false end
return false
else
end
if (Items._getItemStat(item, 'attackLevelRequired') ~= nil or Items._getItemStat(item, 'defenceLevelRequired') ~= nil or Items._getItemStat(item, 'rangedLevelRequired') ~= nil or Items._getItemStat(item, 'magicLevelRequired') ~= nil or
 
Shared.contains(styleOverrides.Melee, item.name) or Shared.contains(styleOverrides.Ranged, item.name) or Shared.contains(styleOverrides.Magic, item.name)) and
-- Finally, ensure the style matches. If no style specified then return evertyhing
not Shared.contains(styleOverrides.None, item.name) then
return (style == nil or style == '' or style == entry.style)
isMatch = false
end
end
)
end
 
if isMatch and not Shared.contains(SlotNames, Items._getItemEquipSlot(item)) then
return p._getDRTable(slotNames, itemList)
isMatch = false
end
return isMatch
end)
return p._getDRTable(SlotNames, ItemList)
end
end


return p
return p

Latest revision as of 09:48, 3 September 2024

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

local p = {}

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

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

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

local slotOverrides = {
	['Enhancement'] = 'melvorD:Enhancement'
}

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

	}
}

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

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

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

	for _, item in ipairs(GameData.rawData.items) do
		if (
			-- Item is not hidden (includes debug items)
			hiddenItems[item.id] == nil
			-- Item isn't exclusive to Golbin Raid minigame
			and (item.golbinRaidExclusive == nil or not item.golbinRaidExclusive)
			-- Item can be equipped to any slot
			and item.validSlots ~= nil
		) then
			-- Item is equippment to be included within equipment tables
			local equipEntry = {
				['item'] = item,
				['slots'] = {},
				['isWeapon'] = nil,
				['style'] = nil
			}
			-- Determine which slots the equipment can be equipped to
			local occupiesSlots = item.occupiesSlots or {}
			for _, slotLocalID in ipairs(item.validSlots) do
				local newSlotID = slotLocalID
				-- Classify javelins and throwing knives as weapons
				if slotLocalID == 'Quiver' and Shared.contains({'Javelins', 'ThrowingKnives'}, item.ammoType) then
					newSlotID = 'Weapon'
				-- Combine all enhancements
				elseif Shared.contains({'Enhancement1', 'Enhancement2', 'Enhancement3'}, slotLocalID) then
					newSlotID = 'Enhancement'
				end
				equipEntry.slots[newSlotID] = true
			end
			equipEntry.isWeapon = equipEntry.slots['Weapon'] or Shared.contains(occupiesSlots, 'Weapon')

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

p.populateSlotEquipment()

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

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

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

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

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

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

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

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

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

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

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

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

function p.getEquipmentTable(itemList, slot, style)
	local iconSize = 20
	local fl = FL.new(itemList)
	
	-- If slot is nil, find out if we have any weapons.
	if slot == nil then
		if fl:any(function(x) return Shared.contains(x.validSlots, 'Weapon') end) then
			slot = 'Weapon'
		end
	end
	
	-- Sort itemList by name
	itemList = fl:sortBy(function(x) return x.name end)
				 :sort()
				 :toTable()
				 
	local isWeapon = (slot == 'Weapon')
	local itemColspan = (isWeapon and 5) or 3
	
	local html = mw.html.create('table')
		:addClass('wikitable sortable stickyHeader')
		:addClass('col-1-center col-3-center')

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

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

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

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

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

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

		-- Add two-handed & attack speed.
		if isWeapon == true then
			local twoHandText = (Items._getItemStat(item, 'isTwoHanded') and 'Yes') or 'No'
			row:tag('td'):wikitext(twoHandText)
						 :css('text-align', 'center')
			
			local atkSpeed = Items._getItemStat(item, 'attackSpeed') or 0
			if atkSpeed > 0 then
				row:tag('td'):wikitext(Num.round(atkSpeed / 1000, 3, 1) .. 's')
							 :attr('data-sort-value', atkSpeed)
							 :css('text-align', 'right')
			else
				row:tag('td'):wikitext('N/A')
							 :addClass('table-na')
			end
		end
		
		-- Attack bonuses
		addStatCell(row, item, 'stabAttackBonus')
		addStatCell(row, item, 'slashAttackBonus')
		addStatCell(row, item, 'blockAttackBonus')
		addStatCell(row, item, 'rangedAttackBonus')
		addStatCell(row, item, 'magicAttackBonus')
		
		-- Strength bonuses
		addStatCell(row, item, 'meleeStrengthBonus')
		addStatCell(row, item, 'rangedStrengthBonus')
		addStatCell(row, item, 'magicDamageBonus'):wikitext('%')	

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

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

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

	return tostring(html)
end

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	return p._getDRTable(slotNames, itemList)
end

return p