Module:Equipment/Recommended: Difference between revisions

From Melvor Idle
m (wrong class)
m (no icon on notes)
Line 121: Line 121:
table.insert(header_row, summon_icon .. ' Left')
table.insert(header_row, summon_icon .. ' Left')
table.insert(header_row, summon_icon .. ' Right')
table.insert(header_row, summon_icon .. ' Right')
table.insert(header_row, 'Notes')
table.insert(rows, '{| class="wikitable"')
table.insert(rows, '{| class="wikitable"')
Line 149: Line 150:
local note = args['notes' .. i]
local note = args['notes' .. i]
table.insert(notes, make_gear_cell(note))
table.insert(notes, note or '')
if left or right or note then
if left or right or note then

Revision as of 02:03, 10 May 2022

Documentation for this module may be created at Module:Equipment/Recommended/doc

-- Copied from: https://oldschool.runescape.wiki/w/Module:Recommended Equipment
-- Released under: https://creativecommons.org/licenses/by-nc-sa/3.0/ 

local p = {}

local params = require('Module:Shared/Paramtest')
local icons = require("Module:Icons")

local slots = {
	{ placement = 1, name = 'helm', icon = 'Slot_head', txt = 'Helmet', link = 'Equipment#Helmets' },
	{ placement = 2, name = 'body', icon = 'Slot_chest', txt = 'Platebody', link = 'Equipment#Platebodies' },
	{ placement = 3, name = 'legs', icon = 'Slot_legs', txt = 'Platelegs', link = 'Equipment#Platelegs' },
	{ placement = 4, name = 'boots', icon = 'Slot_feet', txt = 'Boots', link = 'Equipment#Boots' },
	{ placement = 5, name = 'gloves', icon = 'Slot_hands', txt = 'Gloves', link = 'Equipment#Gloves' },
	
	{ placement = 6, name = 'cape', icon = 'Slot_back', txt = 'Cape', link = 'Equipment#Capes' },
	{ placement = 7, name = 'neck', icon = 'Slot_neck', txt = 'Amulet', link = 'Equipment#Amulets' },
	{ placement = 8, name = 'ring', icon = 'Slot_ring', txt = 'Ring', link = 'Equipment#Rings' },
	
	{ placement = 9, name = 'weapon', icon = 'Slot_weapon', txt = 'Weapon', link = 'Equipment#Weapons' },
	{ placement = 10, name = 'shield', icon = 'Slot_shield', txt = 'Offhand', link = 'Equipment#Offhand' },
	{ placement = 11, name = 'ammo', icon = 'Slot_ammo', txt = 'Quiver', link = 'Equipment#Ammunition' },
	
	{ placement = 12, name = 'passive', icon = 'Slot_passive', txt = 'Passive', link = 'Combat Passive Slot' },
	{ placement = 13, name = 'familiar1', icon = 'Slot_summon', txt = 'Familiar Left', link = 'Summoning' },
	{ placement = 14, name = 'familiar2', icon = 'Slot_summon', txt = 'Familiar Right', link = 'Summoning' },
	{ placement = 99, name = 'notes', icon = '', txt = "Notes", link = nil }
}

function p.main(frame)
	local args = frame:getParent().args	
	-- Dynamic colspan and N/A generation value
	local greatest_row_size = 0
	-- Number of choices each slot can have
	local number_of_possible_choices = 5
	-- Have to sort this table or else the order is messed up when you use it
	table.sort(slots, function(a, b) return a.placement < b.placement end)
	
	local function make_row(slot, data, compact)
		local tr = mw.html.create('tr')
		local sloticon = tr:tag('td')
		sloticon:wikitext(string.format('[[File:%s.png|%s|link=%s|36px]]', slot.icon, slot.txt, slot.link))
		if compact then
			sloticon:attr('style', 'padding-bottom: 4px;')
		end
		for _, v in ipairs(data) do
			local itemicon = icons.Icon({v, img=v, type='item'})
			local gearname = tr:tag('td'):wikitext(itemicon)
			if compact then
				gearname:attr('style', 'padding-left: 12px;')
			end
		end
		
		-- If the data size is smaller than GRS, then we need to fill up the remaining td's with N/As
		if #data < greatest_row_size then
			local difference = greatest_row_size - #data
			tr:tag('td'):attr('colspan', difference):attr("class", ".dimmed")
		end
		return tr
	end
	
	-- Find the greatest row count
	for _, v in next, slots, nil do
		local grs = 0
		for i = 1, number_of_possible_choices, 1 do
			local check = args[v.name .. i]
			if check and params.has_content(check) then
				grs = grs + 1	
			end
		end
		
		if greatest_row_size < grs then
			greatest_row_size = grs	
		end
	end
	
	local parent = mw.html.create('table')
	-- If setname is passed in, apply it above the table
	if args.setname and params.has_content(args.setname) then
		parent:tag('caption'):wikitext(string.format('Recommended equipment for %s', args.setname))
	end

	local compact = true
	if args.noheader == nil then
		compact = false
		parent:addClass('wikitable')
		parent:tag('tr')
			:tag('th'):wikitext('Slot'):done()
			:tag('th'):attr('colspan', greatest_row_size):wikitext('Item (most effective → least effective)'):done()
	end
		
	for _, v in next, slots, nil do
		local row_data = {}
		for i = 1, number_of_possible_choices, 1 do
			local gear = args[v.name .. i]
			if gear and params.has_content(gear) then
				table.insert(row_data, gear)
			end
		end

		if #row_data > 0 or args.showall then
			parent:node(make_row(v, row_data, compact))
		end
	end
		
	return tostring(parent)
end

function p.synergy(frame)
	local args = frame:getParent().args
	-- local args = frame.args
	-- mw.logObject(args)
	local left_summon = slots[13]
	local right_summon = slots[14]
	local summon_icon = string.format('[[File:%s.png|Summon|36px]]', right_summon.icon)
	local notes = slots[15]
	local number_of_possible_choices = 5
	
	local rows = {}
	local header_row = {}
	table.insert(header_row, summon_icon .. ' Left')
	table.insert(header_row, summon_icon .. ' Right')
	table.insert(header_row, 'Notes')
	
	table.insert(rows, '{| class="wikitable"')
	table.insert(rows, '! ' .. table.concat(header_row, '\r\n! '))
	
	local function make_gear_cell(name)
		if name then
			return '| ' .. icons.Icon({name, img=name, type='item'})
		else
			return '| ' .. summon_icon
		end
	end
	
	-- first we create tables for left and right side making sure left[i] and right[i] correspond
	-- could generate the rows in one go, but eh
	local lefties = {}
	local righties = {}
	local notes = {}
	
	local number_rows = 0
	
	for i = 1, number_of_possible_choices, 1 do
		local left = args[left_summon.name .. i]
		table.insert(lefties, make_gear_cell(left))
		
		local right = args[right_summon.name .. i]
		table.insert(righties, make_gear_cell(right))
		
		local note = args['notes' .. i]
		table.insert(notes, note or '')
		
		if left or right or note then
			number_rows = number_rows + 1
		end
	end
	
	-- then we create all the rows by formatting them
	for i = 1, number_rows, 1 do
		local row = {}
		table.insert(row, lefties[i])
		table.insert(row, righties[i])
		table.insert(row, notes[i])
		
		table.insert(rows, table.concat(row, "\r\n"))
	end
	
	return table.concat(rows, '\r\n|-\r\n')..'\r\n|}'

end

function p.test()
	return p.synergy({ args = { familiar11 = 'Crow',
								familiar21 = 'Devil',
								familiar12 = 'Crow',
								familiar22 = 'Octopus',
								familiar13 = 'Crow',
								familiar23 = 'Bear'
						}} )
end

return p