Module:Skills/Agility: Difference between revisions

From Melvor Idle
(Show Abyssal XP in table)
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Line 68: Line 68:
--- Gets all required levels to build the given obstacle.
--- Gets all required levels to build the given obstacle.
function p.getObstacleRequirements(obstacle)
function p.getObstacleRequirements(obstacle)
local realmRequirements = p.getObstacleRequirementsRealm(obstacle)
local levelRequirements = {}
for skillName, skillReq in pairs(realmRequirements) do
levelRequirements[skillName] = skillReq.level
end
return levelRequirements
end
--- Gets all required levels to build the given obstacle.
function p.getObstacleRequirementsRealm(obstacle)
local levelRequirements = {}
local levelRequirements = {}
-- Add agility level requirement.
-- Add agility level requirement.
levelRequirements['Agility'] = Skills.getRecipeLevel('Agility', obstacle)
local agilityLevelRequirement, isAbyssal = Skills.getRecipeLevelRealm('Agility', obstacle)
levelRequirements['Agility'] = {
level = agilityLevelRequirement,
isAbyssal = isAbyssal
}


-- Add other level requirements.
-- Add other level requirements.
Line 78: Line 94:
local skillName = Constants.getSkillName(skillReq.skillID)
local skillName = Constants.getSkillName(skillReq.skillID)
if skillName ~= nil then
if skillName ~= nil then
levelRequirements[skillName] = skillReq.level
levelRequirements[skillName] = {
level = skillReq.level,
isAbyssal = skillReq.type == 'AbyssalLevel'
}
end
end
end
end
Line 85: Line 104:
return levelRequirements
return levelRequirements
end
end


-- Gets all items and gp/sc costs required to build the given obstacle.
-- Gets all items and gp/sc costs required to build the given obstacle.
Line 114: Line 134:
function p._getObstacleRequirements(obstacle)
function p._getObstacleRequirements(obstacle)
local resultPart = {}
local resultPart = {}
local requirements = p.getObstacleRequirements(obstacle)
local requirements = p.getObstacleRequirementsRealm(obstacle)
for skill, level in pairs(requirements) do
for skill, req in pairs(requirements) do
table.insert(resultPart, Icons._SkillReq(skill, level))
local icon
if req.isAbyssal then
icon = Icons._AbyssalSkillReq(skill, req.level)
else
icon = Icons._SkillReq(skill, req.level)
end
table.insert(resultPart, icon)
end
end



Revision as of 07:37, 27 June 2024

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

local p = {}

local Constants = require('Module:Constants')
local Num = require('Module:Number')
local Shared = require('Module:Shared')
local Common = require('Module:Common')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Modifiers = require('Module:Modifiers')
local Skills = require('Module:Skills')
local Items = require('Module:Items')
local Icons = require('Module:Icons')

function p.getObstacleByID(obstID)
	return GameData.getEntityByID(SkillData.Agility.obstacles, obstID)
end

function p.getObstacle(name)
	return GameData.getEntityByName(SkillData.Agility.obstacles, name)
end

function p.getPillar(name)
	local result = p.getPillars(
		function(x)
			return x.name == name
		end
	)
	
	return result[1]
end

function p.getObstacles(checkFunc)
	return GameData.getEntities(SkillData.Agility.obstacles, checkFunc)
end

function p.getPillars(checkFunc)
	return GameData.getEntities(SkillData.Agility.pillars, checkFunc)
end

-- Applies the cost reduction to the provided ItemCosts table.
-- CostReduction is a table { ['GP'] = num, ['SC'] = num, ['Item'] = {} }
-- Reduction values range from 0 to 100.
function p.applyCostReduction(itemCosts, costReduction)
	if costReduction == nil then return itemCosts end

	local gp =   Num.clamp((costReduction['GP'] or 0), 0, 100) / 100
	local sc =   Num.clamp((costReduction['SC'] or 0), 0, 100) / 100
	local item = Num.clamp((costReduction['Item'] or 0), 0, 100) / 100
	
	if gp > 0 and itemCosts['GP'] then
		itemCosts['GP'] = math.ceil(itemCosts['GP'] * (1 - gp))
	end
	if sc > 0 and itemCosts['SC'] then
		itemCosts['SC'] = math.ceil(itemCosts['SC'] * (1 - sc))
	end
	
	local items = itemCosts['Items']
	if item > 0 then
		for k, v in pairs(items) do
			items[k] = math.ceil(items[k] * (1 - item))
		end
	end
	
	itemCosts['Items'] = items
	return itemCosts
end

--- Gets all required levels to build the given obstacle.
function p.getObstacleRequirements(obstacle)
	local realmRequirements = p.getObstacleRequirementsRealm(obstacle)
	local levelRequirements = {}
	
	for skillName, skillReq in pairs(realmRequirements) do
		levelRequirements[skillName] = skillReq.level
	end
	
	return levelRequirements
end

--- Gets all required levels to build the given obstacle.
function p.getObstacleRequirementsRealm(obstacle)
	local levelRequirements = {}
	
	-- Add agility level requirement.
	local agilityLevelRequirement, isAbyssal = Skills.getRecipeLevelRealm('Agility', obstacle)
	levelRequirements['Agility'] = { 
		level = agilityLevelRequirement, 
		isAbyssal = isAbyssal
	}

	-- Add other level requirements.
	if type(obstacle.skillRequirements) == 'table' then
		for i, skillReq in ipairs(obstacle.skillRequirements) do
			local skillName = Constants.getSkillName(skillReq.skillID)
			if skillName ~= nil then
				levelRequirements[skillName] = { 
					level = skillReq.level, 
					isAbyssal = skillReq.type == 'AbyssalLevel' 
				}
			end
		end
	end
	
	return levelRequirements
end


-- Gets all items and gp/sc costs required to build the given obstacle.
function p.getObstacleCosts(obstacle)
	local costs = {}
	local items = {}

	for j, currCost in ipairs(obstacle.currencyCosts) do
		local shortID = nil
		if currCost.id == 'melvorD:GP' then
			shortID = 'GP'
		elseif currCost.id == 'melvorD:SlayerCoins' then
			shortID = 'SC'
		end
		if shortID ~= nil then
			costs[shortID] = currCost.quantity
		end
	end

	for j, itemCost in ipairs(obstacle.itemCosts) do
		local item = Items.getItemByID(itemCost.id)
		items[item.name] = itemCost.quantity
	end
	
	costs['Items'] = items
	return costs
end

function p._getObstacleRequirements(obstacle)
	local resultPart = {}
	local requirements = p.getObstacleRequirementsRealm(obstacle)
	
	for skill, req in pairs(requirements) do
		local icon
		if req.isAbyssal then
			icon = Icons._AbyssalSkillReq(skill, req.level)
		else
			icon = Icons._SkillReq(skill, req.level)
		end
		table.insert(resultPart, icon)
	end

	return table.concat(resultPart, '<br/>')
end

function p.getObstacleCourseTable(frame)
	local args = frame.args ~= nil and frame.args or frame
	local realmName = args.realm
	local realmID = nil
	if realmName ~= nil and realmName ~= '' then
		local realm = GameData.getEntityByName('realms', realmName)
		if realm == nil then
			return Shared.printError('No such realm: ' .. realmName)
		end
		realmID = realm.id
	end
	
	local result = ''

	result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!Slot!!Name!!XP!!GP!!Time!!XP/s!!GP/s!!Bonuses!!Requirements!!Cost'

	local catLog = {}
	local obstacles = p.getObstacles(
		function(obst)
			return realmID == nil or Skills.getRecipeRealm(obst) == realmID
		end
	)
	table.sort(obstacles, function(a, b) return a.category < b.category end)

	local catCounts = {}
	for i, obst in ipairs(obstacles) do
		if catCounts[obst.category] == nil then
			catCounts[obst.category] = 1
		else
			catCounts[obst.category] = catCounts[obst.category] + 1
		end
	end

	for i, obst in ipairs(obstacles) do
		result = result..'\r\n|-'
		result = result..'\r\n|'
		if catLog[obst.category] == nil then
			local rowspan = catCounts[obst.category]
			result = result..'rowspan="'..rowspan..'" style="border:1px solid black"|'..(obst.category + 1)..'||'
			catLog[obst.category] = true
		end
		result = result .. 'id="'..string.gsub(obst.name,' ', '')..'"|'.. Icons.getExpansionIcon(obst.id) .. obst.name

		--After the name & category, doing XP, GP, Time, and rates
		local XP = obst.baseExperience
		if XP == 0 then
			XP = obst.baseAbyssalExperience
		end
		local GP = obst.gpReward
		local Time = obst.baseInterval / 1000
		local costString = Common.getCostString({
			items = obst.itemCosts,
			currencies = obst.currencyCosts
		})
		local rewardString = Common.getCostString({
			items = obst.itemRewards,
			currencies = obst.currencyRewards
		})
		local costVal = (obst.currencyCosts ~= nil and obst.currencyCosts[1].quantity or 0)
		local rewardVal = (obst.currencyRewards ~= nil and obst.currencyRewards[1].quantity or 0)


		result = result..'||'..XP..'||data-sort-value="'..rewardVal..'"|'..rewardString
		result = result..'||data-sort-value="'..Time..'"|'..Shared.timeString(Time, true)
		-- Readded XP/Time and GP/Time (previously commented out)
		result = result..'||'..Shared.round(XP / Time, 2, 2)
		result = result..'||data-sort-value="'..rewardVal/Time..'"|'.. Icons._Currency('GP', Shared.round(rewardVal/Time, 2, 2))

		local bonuses = {}
		--After that, adding the bonuses
		local modText = Modifiers.getModifiersText(obst.modifiers, true, false, 10)
		if modText == '' then
			modText = '<span style="text-negative">None :(</span>'
		end
		result = result..'||'..modText

		--Grabbing requirements to create
		result = result..'|| ' .. p._getObstacleRequirements(obst)

		--Finally, the cost
		result = result..'|| data-sort-value="'..costVal..'"|'..costString
	end

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

	return result
end

function p.getPassivePillarTable(frame)
	local args = frame.args ~= nil and frame.args or frame
	local realmName = args.realm
	local realmID = nil
	if realmName ~= nil and realmName ~= '' then
		local realm = GameData.getEntityByName('realms', realmName)
		if realm == nil then
			return Shared.printError('No such realm: ' .. realmName)
		end
		realmID = realm.id
	end

	local result = ''

	result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!Name!!Bonuses!!Cost'

	local pillars = p.getPillars(
		function(pill)
			return realmID == nil or Skills.getRecipeRealm(pill) == realmID
		end
	)
	for i, pill in ipairs(pillars) do
		result = result..'\r\n|-'
		result = result..'\r\n|' .. 'id="'..string.gsub(pill.name,' ', '')..'"|'..Icons.getExpansionIcon(pill.id) .. pill.name

		--After that, adding the bonuses
		local modText = Modifiers.getModifiersText(pill.modifiers, true, false, 10)
		if modText == '' then
			modText = '<span style="text-negative">None :(</span>'
		end
		result = result..'||'..modText

		--Finally, the cost
		local costString = Common.getCostString({
			items = pill.itemCosts,
			currencies = pill.currencyCosts
		})
		local costVal = (pill.currencyCosts ~= nil and pill.currencyCosts[1].quantity or 0)
		result = result..'|| data-sort-value="'..costVal..'"|'.. costString
	end

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

	return result
end

function p.getObstaclesForItem(itemID)
	local costFunc =
		function(obst)
			for i, itemCost in ipairs(obst.itemCosts) do
				if itemCost.id == itemID then
					return true
				end
			end
			return false
		end
	local pillars = p.getPillars(costFunc)

	local result = p.getObstacles(costFunc)
	if result == nil or Shared.tableIsEmpty(result) then
		result = pillars
	else
		for i, pillar in ipairs(pillars) do
			table.insert(result, pillar)
		end
	end

	return result
end

return p