Module:Skills/Gathering: Difference between revisions

From Melvor Idle
(Changed format on getAxeTable slightly)
(updated getRodTable)
Line 10: Line 10:


function p.getAxeTable(frame)
function p.getAxeTable(frame)
   local axeArray = {}
   local toolArray = {}
   for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do
   for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do
     if Shared.contains(upgrade.name, 'Axe') then
     if Shared.contains(upgrade.name, 'Axe') then
       table.insert(axeArray, upgrade)
       table.insert(toolArray, upgrade)
     end
     end
   end
   end
Line 25: Line 25:
   local total = 0
   local total = 0


   for i, axe in Shared.skpairs(axeArray) do
   for i, tool in Shared.skpairs(toolArray) do
     result = result..'\r\n|-'
     result = result..'\r\n|-'
     result = result..'\r\n|data-sort-value="'..axe.name..'"|'..Icons.Icon({axe.name, type='upgrade', size='50', notext=true})
     result = result..'\r\n|data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
     result = result..'||[['..axe.name..']]'
     result = result..'||[['..tool.name..']]'
     local level = 1
     local level = 1
     if axe.unlockRequirements ~= nil and axe.unlockRequirements.skillLevel ~= nil then
     if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
       --Gonna be lazy and assume there's only the one skill level and it's the one we care about
       --Gonna be lazy and assume there's only the one skill level and it's the one we care about
       level = axe.unlockRequirements.skillLevel[1][2]
       level = tool.unlockRequirements.skillLevel[1][2]
     end
     end
     result = result..'||style="text-align:right"|'..level
     result = result..'||style="text-align:right"|'..level
     result = result..'||style="text-align:right" data-sort-value="'..axe.cost.gp..'"|'..Icons.GP(axe.cost.gp)
     result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)


     local cutTime = axe.contains.modifiers.decreasedSkillIntervalPercent[1][2]
     local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
     total = total + cutTime
     total = total + cutTime
     result = result..'||style="text-align:right"|-'..cutTime..'%'
     result = result..'||style="text-align:right"|-'..cutTime..'%'
Line 70: Line 70:


function p.getRodTable(frame)
function p.getRodTable(frame)
   local result = '{| class="wikitable sortable"'
  local toolArray = {}
  for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do
    if Shared.contains(upgrade.name, 'Fishing Rod') then
      table.insert(toolArray, upgrade)
    end
  end
 
   local result = '{| class="wikitable"'
  result = result..'\r\n!colspan="4"| !!colspan="2"|Catch Time Decrease'
   result = result..'\r\n|- class="headerRow-0"'
   result = result..'\r\n|- class="headerRow-0"'
   result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level'
   result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level'
   result = result..'!!Bonus Speed!!Cost'
   result = result..'!!Cost!!This Rod!!Total'
 
  local total = 0


   for i, rod in Shared.skpairs(SkillData.Fishing.Rods) do
   for i, tool in Shared.skpairs(toolArray) do
     if rod.cost ~= nil and rod.cost > 0 then
     result = result..'\r\n|-'
      result = result..'\r\n|-'
    result = result..'\r\n|data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
      result = result..'\r\n|data-sort-value="'..rod.name..'"|'..Icons.Icon({rod.name, type='upgrade', size='50', notext=true})
    result = result..'||[['..tool.name..']]'
      result = result..'||[['..rod.name..']]'
    local level = 1
      result = result..'||style="text-align:right"|'..rod.level
    if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
       result = result..'||style="text-align:right" data-sort-value="'..rod.speed..'"|'..rod.speed..'%'
       --Gonna be lazy and assume there's only the one skill level and it's the one we care about
       result = result..'||style="text-align:right" data-sort-value="'..rod.cost..'"|'..Icons.GP(rod.cost)
       level = tool.unlockRequirements.skillLevel[1][2]
     end
     end
    result = result..'||style="text-align:right"|'..level
    result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)
    local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
    total = total + cutTime
    result = result..'||style="text-align:right"|-'..cutTime..'%'
    result = result..'||style="text-align:right"|-'..total..'%'
   end
   end



Revision as of 18:16, 18 March 2021

Documentation for this module may be created at Module:Skills/Gathering/doc

--Splitting some functions into here to avoid bloating a single file
local p = {}

local SkillData = mw.loadData('Module:Skills/data')

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

function p.getAxeTable(frame)
  local toolArray = {}
  for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do
    if Shared.contains(upgrade.name, 'Axe') then
      table.insert(toolArray, upgrade)
    end
  end

  local result = '{| class="wikitable"'
  result = result..'\r\n!colspan="4"| !!colspan="2"|Cut Time Decrease'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
  result = result..'!!Cost!!This Axe!!Total'

  local total = 0

  for i, tool in Shared.skpairs(toolArray) do
    result = result..'\r\n|-'
    result = result..'\r\n|data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
    result = result..'||[['..tool.name..']]'
    local level = 1
    if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
      --Gonna be lazy and assume there's only the one skill level and it's the one we care about
      level = tool.unlockRequirements.skillLevel[1][2]
    end
    result = result..'||style="text-align:right"|'..level
    result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)

    local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
    total = total + cutTime
    result = result..'||style="text-align:right"|-'..cutTime..'%'
    result = result..'||style="text-align:right"|-'..total..'%'
  end

  result = result..'\r\n|}'
  return result
end

function p.getPickaxeTable(frame)
  local result = '{| class="wikitable sortable"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
  result = result..'!!2x Ore Chance!!Bonus Speed!!Cost'

  for i, axe in Shared.skpairs(SkillData.Mining.Picks) do
    if axe.cost ~= nil and axe.cost > 0 then
      result = result..'\r\n|-'
      result = result..'\r\n|data-sort-value="'..axe.name..'"|'..Icons.Icon({axe.name, type='upgrade', size='50', notext=true})
      result = result..'||[['..axe.name..']]'
      result = result..'||style="text-align:right"|'..axe.level
      result = result..'||style="text-align:right" data-sort-value="'..axe.bonus..'"|'..axe.bonus..'%'
      result = result..'||style="text-align:right" data-sort-value="'..axe.speed..'"|'..axe.speed..'%'
      result = result..'||style="text-align:right" data-sort-value="'..axe.cost..'"|'..Icons.GP(axe.cost)
    end
  end

  result = result..'\r\n|}'
  return result
end

function p.getRodTable(frame)
  local toolArray = {}
  for i, upgrade in Shared.skpairs(SkillData.Shop.SkillUpgrades) do
    if Shared.contains(upgrade.name, 'Fishing Rod') then
      table.insert(toolArray, upgrade)
    end
  end

  local result = '{| class="wikitable"'
  result = result..'\r\n!colspan="4"| !!colspan="2"|Catch Time Decrease'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Name!!'..Icons.Icon({'Fishing', type='skill', notext=true})..' Level'
  result = result..'!!Cost!!This Rod!!Total'

  local total = 0

  for i, tool in Shared.skpairs(toolArray) do
    result = result..'\r\n|-'
    result = result..'\r\n|data-sort-value="'..tool.name..'"|'..Icons.Icon({tool.name, type='upgrade', size='50', notext=true})
    result = result..'||[['..tool.name..']]'
    local level = 1
    if tool.unlockRequirements ~= nil and tool.unlockRequirements.skillLevel ~= nil then
      --Gonna be lazy and assume there's only the one skill level and it's the one we care about
      level = tool.unlockRequirements.skillLevel[1][2]
    end
    result = result..'||style="text-align:right"|'..level
    result = result..'||style="text-align:right" data-sort-value="'..tool.cost.gp..'"|'..Icons.GP(tool.cost.gp)

    local cutTime = tool.contains.modifiers.decreasedSkillIntervalPercent[1][2]
    total = total + cutTime
    result = result..'||style="text-align:right"|-'..cutTime..'%'
    result = result..'||style="text-align:right"|-'..total..'%'
  end

  result = result..'\r\n|}'
  return result
end

function p.getTreesTable(frame)
  local result = '{| class="wikitable sortable"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Tree!!colspan="2"|Logs!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
  result = result..'!!XP!!Cut Time!!XP/s!!GP/s'

  for i, tree in Shared.skpairs(SkillData.Woodcutting.Trees) do
    result = result..'\r\n|-'
    local treeName = Shared.titleCase(tree.type..' tree')
    local logName = Shared.titleCase(tree.type..' logs')
    result = result..'\r\n|data-sort-value="'..treeName..'"|'..Icons.Icon({logName, img=treeName, type='tree', notext=true, size=50})
    result = result..'||'..treeName..''
    result = result..'||data-sort-value="'..logName..'"|'..Icons.Icon({logName, type='item', notext=true, size=50})
    result = result..'||[['..logName..']]'
    result = result..'||style="text-align:right"|'..tree.level
    result = result..'||style="text-align:right"|'..tree.xp
    result = result..'||style="text-align:right" data-sort-value="'..tree.interval..'"|'..Shared.timeString(tree.interval/1000, true)
    local XPs = tree.xp / (tree.interval / 1000)
    local Log = Items.getItemByID(i - 1)
    local GPs = Log.sellsFor / (tree.interval / 1000)
    result = result..'||style="text-align:right"|'..Shared.round(XPs, 2, 2)
    result = result..'||style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))
  end

  result = result..'\r\n|}'
  return result
end

function p.getSpecialFishingTable(frame)
  local lootValue = 0
  local totalWt = Items.specialFishWt

  local result = ''
  result = result..'\r\n{|class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Item'
  result = result..'!!Price!!colspan="2"|Chance'

  --Sort the loot table by weight in descending order
  table.sort(Items.specialFishLoot, function(a, b) return a[2] > b[2] end)
  for i, row in pairs(Items.specialFishLoot) do
    local thisItem = Items.getItemByID(row[1])
    result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
    result = result..'||style="text-align:left" data-sort-value="'..thisItem.sellsFor..'"'
    result = result..'|'..Icons.GP(thisItem.sellsFor)

    local dropChance = (row[2] / totalWt) * 100
    result = result..'||style="text-align:right" data-sort-value="'..row[2]..'"'
    result = result..'|'..Shared.fraction(row[2], totalWt)
    result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
    lootValue = lootValue + (dropChance * 0.01 * thisItem.sellsFor)
  end
  result = result..'\r\n|}'
  result = result..'\r\nThe average value of a roll on the special fishing loot table is '..Icons.GP(Shared.round(lootValue, 2, 0))

  return result
end

function p.getFishingJunkTable(frame)
  local result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan="2"|Item!!Value'
  
  local itemArray = Items.getItems(function(item) return item.type == "Junk" end)

  table.sort(itemArray, function(a, b) return a.name < b.name end)

  for i, item in Shared.skpairs(itemArray) do
    result = result..'\r\n|-'
    result = result..'\r\n|'..Icons.Icon({item.name, type='item', notext='true', size='50'})..'||[['..item.name..']]'
    result = result..'||style="text-align:right;" data-sort-value="'..item.sellsFor..'"|'..Icons.GP(item.sellsFor)
  end

  result = result..'\r\n|}'

  return result
end

function p.getMiningOresTable(frame)
  local result = '{|class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!colspan=2|Ore!!'..Icons.Icon({'Mining', type='skill', notext=true})..' Level'
  result = result..'!!XP!!Respawn Time!!Ore Value'

  local mineData = Shared.clone(SkillData.Mining.Rocks)

  table.sort(mineData, function(a, b) return a.level < b.level end)

  for i, oreData in Shared.skpairs(mineData) do
    local ore = Items.getItemByID(oreData.ore)
    result = result..'\r\n|-\r\n|'..Icons.Icon({ore.name, type='item', size='50', notext=true})..'||'..ore.name
    result = result..'||style="text-align:right"|'..oreData.level..'||style="text-align:right"|'..ore.miningXP
    result = result..'||style="text-align:right" data-sort-value="'..oreData.respawnInterval..'"|'
    result = result..Shared.timeString(oreData.respawnInterval / 1000, true)
    result = result..'||data-sort-value="'..ore.sellsFor..'"|'..Icons.GP(ore.sellsFor)
  end

  result = result..'\r\n|}'
  return result
end

return p