Module:Common: Difference between revisions
From Melvor Idle
m (Shorten Museum Donation requirements string) |
(Add another potential currencyID property in getCostString) |
||
Line 200: | Line 200: | ||
if type(costs.currencies) == 'table' and not Shared.tableIsEmpty(costs.currencies) then | if type(costs.currencies) == 'table' and not Shared.tableIsEmpty(costs.currencies) then | ||
for i, currCost in ipairs(costs.currencies) do | for i, currCost in ipairs(costs.currencies) do | ||
local currID = currCost.id or currCost.currencyID | local currID = currCost.id or currCost.currencyID or currCost.currency | ||
if currCost.min ~= nil then | if currCost.min ~= nil then | ||
-- Cost is a range | -- Cost is a range |
Revision as of 07:14, 10 December 2024
Documentation for this module may be created at Module:Common/doc
-- This module contains common functions which interact with or interpret game data
-- in some form. Functions here may be applicable to various aspects of the game
-- (e.g. monsters, shop, dungeons, pets, items, and so on) and are contained here
-- to avoid loops when requiring modules.
-- Any functions which have no reliance upon, or relevance to game data are better suited
-- for [[Module:Shared]].
-- This module should _never_ require other modules which rely upon [[Module:GameData]]
local p = {}
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local Icons = require('Module:Icons')
local Num = require('Module:Number')
-- getSkillName: Given a valid namespaced skill ID, returns that skill's name
function p.getSkillName(skillID)
local skill = GameData.getSkillData(skillID)
if skill ~= nil then
return skill.name
end
end
-- getSkillID: Given a valid skill name, returns that skill's namespaced ID
function p.getSkillID(skillName)
for i, skillData in ipairs(GameData.rawData.skillData) do
if skillData.data.name == skillName then
return skillData.skillID
end
end
end
-- getSkillRecipeKey: Given a skill ID, returns the key under which all recipes
-- for that skill reside. If the returned value is nil, then the skill has
-- no recipes (that is, the skill does not produce any items)
function p.getSkillRecipeKey(skillID)
-- Convert skillID to local ID if not already
local ns, localSkillID = Shared.getLocalID(skillID)
local recipeIDs = {
["Woodcutting"] = 'trees',
["Fishing"] = 'fish',
["Firemaking"] = 'logs',
["Mining"] = 'rockData',
["Thieving"] = 'npcs',
["Agility"] = 'obstacles',
["Cooking"] = 'recipes',
["Smithing"] = 'recipes',
["Farming"] = 'recipes',
["Summoning"] = 'recipes',
["Fletching"] = 'recipes',
["Crafting"] = 'recipes',
["Runecrafting"] = 'recipes',
["Herblore"] = 'recipes',
["Astrology"] = 'recipes',
["Harvesting"] = 'veinData',
["Township"] = 'buildings'
}
return recipeIDs[localSkillID]
end
-- getEquipmentSlotPage: Given a valid equipment slot ID, returns the page name for that slot's
-- equipment. If the slot is not recognized, then nil is returned
function p.getEquipmentSlotPage(equipSlot)
if type(equipSlot) == 'string' then
local slotLinkMap = {
["Helmet"] = 'Helmets',
["Platebody"] = 'Platebodies',
["Platelegs"] = 'Platelegs',
["Boots"] = 'Boots',
["Gloves"] = 'Gloves',
["Cape"] = 'Capes',
["Amulet"] = 'Amulets',
["Ring"] = 'Rings',
["Gem"] = 'Gems (Equipment)',
["Weapon"] = 'Weapons',
["Shield"] = 'Shields',
["Quiver"] = 'Ammunition',
["Consumable"] = 'Consumables',
["Passive"] = 'Combat Passive Slot',
["Summon1"] = 'Summoning',
["Summon2"] = 'Summoning'
}
return slotLinkMap[equipSlot]
end
end
-- getEquipmentSlotLink: As with getEquipmentSlotPage(), except returns wikitext to link to the
-- relevant page.
function p.getEquipmentSlotLink(equipSlot)
local pageName = p.getEquipmentSlotPage(equipSlot)
if pageName ~= nil then
return '[[' .. pageName .. '|' .. equipSlot .. ']]'
else
return equipSlot
end
end
-- getPurchaseName: Given a purchase from shop data, returns the name of that purchase
function p.getPurchaseName(purch)
if purch.customName ~= nil then
return purch.customName
elseif purch.contains ~= nil then
local item = nil
if purch.contains.items ~= nil and not Shared.tableIsEmpty(purch.contains.items) then
item = GameData.getEntityByID('items', purch.contains.items[1].id)
elseif purch.contains.itemCharges ~= nil and not Shared.tableIsEmpty(purch.contains.itemCharges) then
item = GameData.getEntityByID('items', purch.contains.itemCharges.id)
end
if item ~= nil then
return item.name
end
if purch.contains.petID ~= nil then
local pet = GameData.getEntityByID('pets', purch.contains.petID)
if pet ~= nil then
return pet.name
end
end
end
return ''
end
-- getPurchaseType: Given a purchase from shop data, returns the type of that purchase (based on
-- the purchase's contents)
function p.getPurchaseType(purchase)
if purchase.contains == nil then
return 'Unknown'
elseif purchase.contains.petID ~= nil then
return 'Pet'
elseif purchase.contains.itemCharges ~= nil then
return 'Item'
elseif purchase.contains.modifiers ~= nil or purchase.contains.items == nil or Shared.tableCount(purchase.contains.items) == 0 then
return 'Upgrade'
elseif purchase.contains.items ~= nil and Shared.tableCount(purchase.contains.items) > 1 then
return 'Item Bundle'
else
return 'Item'
end
end
-- getPurchaseIconType: Given a purchase from shop dtaa, returns the icon type to be used within
-- Icons.Icon() to retrieve the purchase's icon
function p.getPurchaseIconType(purchase)
local purchType = p.getPurchaseType(purchase)
if purchType == 'Item Bundle' then
local upgBundles = {
'melvorAoD:Summoners_Pack_I',
'melvorAoD:Summoners_Pack_II',
'melvorAoD:Summoners_Pack_III',
'melvorAoD:Combat_Supply_I',
'melvorAoD:Combat_Supply_II',
'melvorAoD:Combat_Supply_III',
'melvorItA:Abyssal_Resupply',
'melvorItA:Blighted_Resupply',
'melvorItA:Withering_Resupply'
}
if Shared.contains(upgBundles, purchase.id) then
return 'upgrade'
else
return 'item'
end
else
return string.lower(purchType)
end
end
-- getPurchaseIcon: Accepts the same arguments as Icons.Icon(), except the first parameter is a
-- shop purchase rather than the icon/linked page name
function p.getPurchaseIcon(iconArgs)
local purchase = iconArgs[1]
local purchaseName = p.getPurchaseName(purchase)
local iconType = p.getPurchaseIconType(purchase)
-- Amend iconArgs before passing to Icons.Icon()
iconArgs[1] = purchaseName
iconArgs['type'] = iconType
return Icons.Icon(iconArgs)
end
-- getCostString: Given item & currency costs for something, returns human readable wikitext
-- for those costs. If there are no costs, returns the value specified by valueIfNone instead.
-- Costs are in the format:
-- { items = { ... }, currencies = { ... } }
function p.getCostString(costs, valueIfNone, entryDecorator, entrySeparator)
local function formatLine(text)
if entryDecorator == nil then
return text
else
return entryDecorator(text)
end
end
local entrySep = entrySeparator
if type(entrySeparator) ~= 'string' then
entrySep = '<br>'
end
local costArray = {}
if type(costs.currencies) == 'table' and not Shared.tableIsEmpty(costs.currencies) then
for i, currCost in ipairs(costs.currencies) do
local currID = currCost.id or currCost.currencyID or currCost.currency
if currCost.min ~= nil then
-- Cost is a range
table.insert(costArray, formatLine(Icons._Currency(currID, currCost.min, currCost.max)))
else
table.insert(costArray, formatLine(Icons._Currency(currID, currCost.quantity)))
end
end
end
if type(costs.items) == 'table' and not Shared.tableIsEmpty(costs.items) then
for i, itemCost in ipairs(costs.items) do
local item = GameData.getEntityByID('items', itemCost.id)
if item ~= nil then
table.insert(costArray, formatLine(Icons.Icon({item.name, type='item', qty=itemCost.quantity})))
end
end
end
if Shared.tableIsEmpty(costArray) then
return valueIfNone
else
return table.concat(costArray, entrySep)
end
end
-- getRequirementString: Given requirements from something such as a shop purchase or dungeon,
-- returns human readable wikitext for those requirements. If there are no requirements, returns
-- the value specified by valueIfNone instead
function p.getRequirementString(reqs, valueIfNone)
if reqs == nil or Shared.tableIsEmpty(reqs) then
return valueIfNone
end
local reqArray = {}
for i, req in ipairs(reqs) do
if req.type == 'AbyssalLevel' then
local skillName = p.getSkillName(req.skillID)
if skillName ~= nil then
table.insert(reqArray, Icons._SkillReq(skillName, req.level, nil, 'melvorItA:Abyssal'))
end
elseif req.type == 'AbyssDepthCompletion' then
local depth = GameData.getEntityByID('abyssDepths', req.depthID)
if depth ~= nil then
local depthStr = 'Complete ' .. Icons.Icon({depth.name, type='combatArea'})
if req.count > 1 then
depthStr = depthStr .. ' ' .. Num.formatnum(req.count) .. ' times'
end
table.insert(reqArray, depthStr)
end
elseif req.type == 'AllSkillLevels' then
local reqText = 'Level ' .. req.level .. ' in all skills'
if req.exceptions ~= nil and not Shared.tableIsEmpty(req.exceptions) then
local exceptSkills = {}
for i, skillID in ipairs(req.exceptions) do
local skillName = p.getSkillName(skillID)
if skillName ~= nil then
table.insert(exceptSkills, Icons.Icon({skillName, type='skill'}))
end
end
reqText = reqText .. ' except for ' .. table.concat(exceptSkills, ', ')
end
table.insert(reqArray, reqText)
elseif req.type == 'ArchaeologyItemsDonated' then
table.insert(reqArray, 'Donate ' .. Num.formatnum(req.count) .. ' Artefacts to the [[Museum]]')
elseif req.type == 'CartographyPOIDiscovery' then
local map = GameData.getEntityByID(GameData.skillData.Cartography.worldMaps, req.worldMapID)
if map ~= nil then
local poiPart = {}
for j, poiID in ipairs(req.poiIDs) do
local poi = GameData.getEntityByID(map.pointsOfInterest, poiID)
if poi ~= nil then
table.insert(poiPart, Icons.Icon({poi.name, type='poi'}))
else
table.insert(poiPart, Shared.printError('Could not find POI with ID ' .. poiID))
end
end
table.insert(reqArray, 'Discover ' .. table.concat(poiPart, ', '))
end
elseif req.type == 'Completion' then
local ns = GameData.getEntityByName('namespaces', req.namespace)
if ns ~= nil then
table.insert(reqArray, req.percent .. '% ' .. ns.displayName .. ' Completion')
end
elseif req.type == 'DungeonCompletion' then
local dung = GameData.getEntityByID('dungeons', req.dungeonID)
if dung ~= nil then
local dungStr = 'Complete ' .. Icons.Icon({dung.name, type='dungeon'})
if req.count > 1 then
dungStr = dungStr .. ' ' .. Num.formatnum(req.count) .. ' times'
end
table.insert(reqArray, dungStr)
end
elseif req.type == 'ItemFound' then
local item = GameData.getEntityByID('items', req.itemID)
if item ~= nil then
table.insert(reqArray, 'Find ' .. Icons.Icon({item.name, type='item'}))
end
elseif req.type == 'MasteryLevel' then
local skill = GameData.getSkillData(req.skillID)
local recipeKey = p.getSkillRecipeKey(req.skillID)
if skill ~= nil then
local action = GameData.getEntityByID(skill[recipeKey], req.actionID)
if action ~= nil then
table.insert(reqArray, Icons._MasteryReq(action.name, req.level, true))
end
end
elseif req.type == 'MonsterKilled' then
local monster = GameData.getEntityByID('monsters', req.monsterID)
if monster ~= nil then
table.insert(reqArray, Icons.Icon({monster.name, type='monster', qty=req.count, notext=true}) .. ' Kills')
end
elseif req.type == 'ShopPurchase' then
local shopPurch = GameData.getEntityByID('shopPurchases', req.purchaseID)
if shopPurch ~= nil then
table.insert(reqArray, p.getPurchaseIcon({ shopPurch }) .. ' Purchased')
end
elseif req.type == 'SkillLevel' then
local skillName = p.getSkillName(req.skillID)
if skillName ~= nil then
table.insert(reqArray, Icons._SkillReq(skillName, req.level))
end
elseif req.type == 'SlayerItem' then
local item = GameData.getEntityByID('items', req.itemID)
if item ~= nil then
table.insert(reqArray, Icons.Icon({item.name, type='item'}) .. ' Equipped')
end
elseif req.type == 'SlayerTask' then
local taskCategory = GameData.getEntityByID('slayerTaskCategories', req.category)
if taskCategory ~= nil then
table.insert(reqArray, 'Complete ' .. Num.formatnum(req.count) .. ' ' .. taskCategory.name .. ' or higher Slayer Tasks')
end
elseif req.type == 'TownshipBuilding' then
local tsData = GameData.getSkillData('melvorD:Township')
if tsData ~= nil and tsData.buildings ~= nil then
local building = GameData.getEntityByID(tsData.buildings, req.buildingID)
if building ~= nil then
table.insert(reqArray, 'Have ' .. Num.formatnum(req.count) .. ' ' .. building.name .. ' actively built in Township')
end
end
elseif req.type == 'TownshipTask' then
table.insert(reqArray, 'Complete ' .. Num.formatnum(req.count) .. ' Township Tasks')
else
table.insert(reqArray, Shared.printError('Unknown requirement: ' .. (req.type or 'nil')))
end
end
if Shared.tableIsEmpty(reqArray) then
return valueIfNone
else
return table.concat(reqArray, '<br/>')
end
end
return p