Module:CombatAreas: Difference between revisions
From Melvor Idle
Falterfire (talk | contribs) (p.getAreaStat now handles Slayer areas) |
Falterfire (talk | contribs) (Tweaked processArea code to make sure a type is always added properly) |
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local Items = require('Module:Items') | local Items = require('Module:Items') | ||
function processArea(area, index) | function processArea(area, index, type) | ||
local result = Shared.clone(area) | local result = Shared.clone(area) | ||
result.id = index - 1 | result.id = index - 1 | ||
Line 14: | Line 14: | ||
result.name = result.areaName | result.name = result.areaName | ||
end | end | ||
result.type = type | |||
return result | return result | ||
end | end | ||
Line 25: | Line 23: | ||
for i, area in pairs(AreaData.combatAreas) do | for i, area in pairs(AreaData.combatAreas) do | ||
if area.areaName == name then | if area.areaName == name then | ||
return processArea(area, i) | return processArea(area, i, 'combat') | ||
end | end | ||
end | end | ||
Line 31: | Line 29: | ||
for i, area in pairs(AreaData.slayerAreas) do | for i, area in pairs(AreaData.slayerAreas) do | ||
if area.areaName == name then | if area.areaName == name then | ||
return processArea(area, i) | return processArea(area, i, 'slayer') | ||
end | end | ||
end | end | ||
Line 37: | Line 35: | ||
for i, area in pairs(AreaData.dungeons) do | for i, area in pairs(AreaData.dungeons) do | ||
if area.name == name then | if area.name == name then | ||
return processArea(area, i) | return processArea(area, i, 'dungeon') | ||
end | end | ||
end | end | ||
Line 78: | Line 76: | ||
for i, area in pairs(AreaData.combatAreas) do | for i, area in pairs(AreaData.combatAreas) do | ||
if Shared.contains(area.monsters, monsterID) then | if Shared.contains(area.monsters, monsterID) then | ||
table.insert(areaArray, processArea(area, i)) | table.insert(areaArray, processArea(area, i, 'combat')) | ||
end | end | ||
end | end | ||
Line 84: | Line 82: | ||
for i, area in pairs(AreaData.slayerAreas) do | for i, area in pairs(AreaData.slayerAreas) do | ||
if Shared.contains(area.monsters, monsterID) then | if Shared.contains(area.monsters, monsterID) then | ||
table.insert(areaArray, processArea(area, i)) | table.insert(areaArray, processArea(area, i, 'slayer')) | ||
end | end | ||
end | end | ||
Line 90: | Line 88: | ||
for i, area in pairs(AreaData.dungeons) do | for i, area in pairs(AreaData.dungeons) do | ||
if Shared.contains(area.monsters, monsterID) then | if Shared.contains(area.monsters, monsterID) then | ||
table.insert(areaArray, processArea(area, i)) | table.insert(areaArray, processArea(area, i, 'dungeon')) | ||
end | end | ||
end | end |
Revision as of 18:31, 15 December 2020
Data is pulled from Module:GameData/data
NOTE: Some tables are in Module:CombatAreas/AreaTables to prevent loop from referencing Monsters
local p = {}
local Constants = mw.loadData('Module:Constants/data')
local AreaData = mw.loadData('Module:CombatAreas/data')
local Shared = require('Module:Shared')
local Icons = require('Module:Icons')
local Items = require('Module:Items')
function processArea(area, index, type)
local result = Shared.clone(area)
result.id = index - 1
if result.name == nil then
result.name = result.areaName
end
result.type = type
return result
end
function p.getArea(name)
local result = nil
--There are three types of areas but the lists are pretty short so looping all of them isn't a real issue
for i, area in pairs(AreaData.combatAreas) do
if area.areaName == name then
return processArea(area, i, 'combat')
end
end
for i, area in pairs(AreaData.slayerAreas) do
if area.areaName == name then
return processArea(area, i, 'slayer')
end
end
for i, area in pairs(AreaData.dungeons) do
if area.name == name then
return processArea(area, i, 'dungeon')
end
end
return nil
end
function p.getAreaByID(type, id)
if type == 'dungeon' then type = 'dungeons'
elseif type == 'combat' then type = 'combatAreas'
elseif type == 'slayer' then type = 'slayerAreas' end
return processArea(AreaData[type][id + 1], id + 1)
end
function p.getAreaStat(frame)
local areaName = frame.args ~= nil and frame.args[1] or frame[1]
local statName = frame.args ~= nil and frame.args[2] or frame[2]
local area = p.getArea(areaName)
if area == nil then
return "ERROR: Could not find an area named "..areaName
end
if statName == 'slayerLevel' then
return Icons._SkillReq('Slayer', area.slayerLevel)
end
if statName == 'slayerItem' then
if area.slayerItem ~= nil and area.slayerItem > 0 then
local slayItem = Items.getItemByID(area.slayerItem)
return Icons.Icon({slayItem.name, type='item'})
else
return 'None'
end
end
return area[statName]
end
function p.getMonsterAreas(monsterID)
local areaArray = {}
--There are three types of areas but the lists are pretty short so looping all of them isn't a real issue
for i, area in pairs(AreaData.combatAreas) do
if Shared.contains(area.monsters, monsterID) then
table.insert(areaArray, processArea(area, i, 'combat'))
end
end
for i, area in pairs(AreaData.slayerAreas) do
if Shared.contains(area.monsters, monsterID) then
table.insert(areaArray, processArea(area, i, 'slayer'))
end
end
for i, area in pairs(AreaData.dungeons) do
if Shared.contains(area.monsters, monsterID) then
table.insert(areaArray, processArea(area, i, 'dungeon'))
end
end
return areaArray
end
return p