Module:LevelUpTable/Data: Difference between revisions

From Melvor Idle
(Add farming plot data)
(Add additional requirements for Astrology)
Line 8: Line 8:
local Items = require('Module:Items')
local Items = require('Module:Items')
local Shared = require('Module:Shared')
local Shared = require('Module:Shared')
local Constants = require('Module:Constants')


local UnlockData = {}
local UnlockData = {}
Line 18: Line 19:
     self.skill = skill
     self.skill = skill
     self.id = id
     self.id = id
    self.otherRequirements = nil
     return self
     return self
end
end
Line 27: Line 29:
     for _, item in ipairs(list) do
     for _, item in ipairs(list) do
         table.insert(result, selector(item))
         table.insert(result, selector(item))
    end
    return result
end
-- Mimicks the C# Where method.
function Where(tbl, predicate)
    local result = {}
    for _, v in ipairs(tbl) do
        if predicate(v) then
            table.insert(result, v)
        end
     end
     end
     return result
     return result
Line 116: Line 129:


return Concat(seeds, plots)
return Concat(seeds, plots)
end
function getAstrologyData(realm)
local skillID = 'Astrology'
local data = getDataSet(SkillData.Astrology.recipes, realm)
return Select(data, function(x)
return UnlockData.new(x.id, x.name, Skills.getRecipeLevel(skillID, x), skillID)
end)
end
--==== Other Requirements Collection ====--
function getAstrologyRequirements(skill, realm)
-- Only Abyssal Astrology has level unlock requirements as of V1.3
local skillID = Constants.getSkillID(skill)
local AstroID = 'Astrology'
-- Find if this constellation has the provided skill as an unlock requirement.
function getUnlockReqs(constellation)
if constellation.abyssalModifiers == nil then return nil end
for _, mod in ipairs(constellation.abyssalModifiers) do
        if mod.unlockRequirements then
            for _, req in ipairs(mod.unlockRequirements) do
                if req.skillID == skillID then
                -- Return the unlockRequirements table, so we can reuse this function later to retrieve unlock data.
                return mod.unlockRequirements
                end
                end
            end
end
    return nil
end
-- Gets the unlockRequirement for the tagged skill.
function getSkillUnlock(unlockRequirements)
for _, req in ipairs(unlockRequirements) do
if req.skillID == skillID then
return req
end
end
end
-- Gets all unlockRequirements that are not for the tagged skill.
function getOtherUnlock(unlockRequirements)
return Where(unlockRequirements,
function(req)
return req.skillID ~= skillID
end)
end
local filterFunc = function(x)
return Skills.getRecipeRealm(x) == realm.id and getUnlockReqs(x)
end
local constellations = GameData.getEntities(SkillData.Astrology.recipes, filterFunc)
return Select(constellations, function(const)
local unlockReqs = getUnlockReqs(const)
local myUnlocks = getSkillUnlock(unlockReqs)
local otherUnlocks = getOtherUnlock(unlockReqs)
local data = UnlockData.new(const.id, const.name, myUnlocks.level, skill)
data.otherRequirements = {}
table.insert(data.otherRequirements, UnlockData.new(const.id, const.name, Skills.getRecipeLevel(AstroID, const), AstroID))
for _, req in ipairs(otherUnlocks) do
table.insert(data.otherRequirements, UnlockData.new(const.id, const.name, req.level, req.type))
end
return data
end)
end
end


function p.test()
function p.test()
--local realmName = 'Abyssal Realm'
local realmName = 'Abyssal Realm'
local realm = Skills.getRealmFromName(realmName)
local realm = Skills.getRealmFromName(realmName)
Debug.log(getFarmingData(realm))
Debug.log(getAstrologyRequirements('Herblore', realm))
end
end


p.UnlockData = UnlockData
p.UnlockData = UnlockData
return p
return p

Revision as of 15:16, 5 July 2024

Documentation for this module may be created at Module:LevelUpTable/Data/doc

-- SkillData object that acts as an interface for data shared between skills.
local p = {}

local Debug = require('Module:Debug') --  < Remove when module is finished.
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Skills = require('Module:Skills')
local Items = require('Module:Items')
local Shared = require('Module:Shared')
local Constants = require('Module:Constants')

local UnlockData = {}
UnlockData.__index = UnlockData

function UnlockData.new(id, name, level, skill)
    local self = setmetatable({}, UnlockData)
    self.name = name
    self.level = level
    self.skill = skill
    self.id = id
    self.otherRequirements = nil
    return self
end

--==== Helper functions ====--
-- Mimicks the C# Select method.
function Select(list, selector)
    local result = {}
    for _, item in ipairs(list) do
        table.insert(result, selector(item))
    end
    return result
end

-- Mimicks the C# Where method.
function Where(tbl, predicate)
    local result = {}
    for _, v in ipairs(tbl) do
        if predicate(v) then
            table.insert(result, v)
        end
    end
    return result
end

function Concat(...)
    local args = {...}
    local result = {}
    for _, tbl in ipairs(args) do
        for _, value in ipairs(tbl) do
            table.insert(result, value)
        end
    end
    return result
end

function getRealmFromID(obj)
	local ns, _ = Shared.getLocalID(obj.id)
	if ns == 'melvorItA' then
		return 'melvorItA:Abyssal'
	else
		return 'melvorD:Melvor'
	end
end

function getDataSet(skillData, realm)
	return GameData.getEntities(skillData, function(x) return Skills.getRecipeRealm(x) == realm.id end)
end

function getDataSetId(skillData, realm)
	return GameData.getEntities(skillData, function(x) return getRealmFromID(x) == realm.id end)
end

--==== Skill Data Collection ====--
function getWoodcuttingData(realm)
	local skillID = 'Woodcutting'
	local data = getDataSet(SkillData.Woodcutting.trees, realm)
	
	return Select(data, function(x) 
		return UnlockData.new(x.id, x.name, Skills.getRecipeLevel(skillID, x), skillID)
	end)
end

function getMiningData(realm)
	local skillID = 'Mining'
	local data = getDataSet(SkillData.Mining.rockData, realm)
	
	return Select(data, function(x) 
		return UnlockData.new(x.id, x.name, Skills.getRecipeLevel(skillID, x), skillID)
	end)
end

function getFishingData(realm)
	local skillID = 'Fishing'
	local data = getDataSet(SkillData.Fishing.fish, realm)
	
	return Select(data, function(x) 
		return UnlockData.new(x.id, x.name, Skills.getRecipeLevel(skillID, x), skillID)
	end)
end

function getThievingData(realm)
	local skillID = 'Thieving'
	local data = getDataSet(SkillData.Thieving.npcs, realm)
	
	return Select(data, function(x) 
		return UnlockData.new(x.id, x.name, Skills.getRecipeLevel(skillID, x), skillID)
	end)
end

function getFarmingData(realm)
	local skillID = 'Farming'
	local data = getDataSet(SkillData.Farming.recipes, realm)
	-- Create lookup for plot category name.
	local plotLookup = {}
	for _, plot in ipairs(SkillData.Farming.categories) do
        plotLookup[plot.id] = plot.name
    end

	local seeds = Select(data, function(x) 
		local productItem = Items.getItemByID(x.productId)
		return UnlockData.new(productItem.id, productItem.name, Skills.getRecipeLevel(skillID, x), skillID)
	end)
	
	local plotData = getDataSetId(SkillData.Farming.plots, realm)
	local plots = Select(plotData, function(x)
		return UnlockData.new(x.id, plotLookup[x.categoryID], Skills.getRecipeLevel(skillID, x), "Farming Plot")
	end)

	return Concat(seeds, plots)
end

function getAstrologyData(realm)
	local skillID = 'Astrology'
	local data = getDataSet(SkillData.Astrology.recipes, realm)
	
	return Select(data, function(x) 
		return UnlockData.new(x.id, x.name, Skills.getRecipeLevel(skillID, x), skillID)
	end)
end

--==== Other Requirements Collection ====--
function getAstrologyRequirements(skill, realm)
	-- Only Abyssal Astrology has level unlock requirements as of V1.3
	local skillID = Constants.getSkillID(skill)
	local AstroID = 'Astrology'
	-- Find if this constellation has the provided skill as an unlock requirement.
	function getUnlockReqs(constellation)
		if constellation.abyssalModifiers == nil then return nil end
		for _, mod in ipairs(constellation.abyssalModifiers) do
        	if mod.unlockRequirements then
            	for _, req in ipairs(mod.unlockRequirements) do
                	if req.skillID == skillID then
                		-- Return the unlockRequirements table, so we can reuse this function later to retrieve unlock data.
                		return mod.unlockRequirements
                	end
                end
            end
		end
    	return nil
	end
	
	-- Gets the unlockRequirement for the tagged skill.
	function getSkillUnlock(unlockRequirements)
		for _, req in ipairs(unlockRequirements) do
			if req.skillID == skillID then
				return req
			end
		end
	end
	
	-- Gets all unlockRequirements that are not for the tagged skill.
	function getOtherUnlock(unlockRequirements)
		return Where(unlockRequirements, 
			function(req) 
				return req.skillID ~= skillID 
			end)
	end
	
	local filterFunc = function(x)
		return Skills.getRecipeRealm(x) == realm.id and getUnlockReqs(x)
	end
	
	local constellations = GameData.getEntities(SkillData.Astrology.recipes, filterFunc)
	return Select(constellations, function(const)
		local unlockReqs = getUnlockReqs(const)
		local myUnlocks = getSkillUnlock(unlockReqs)
		local otherUnlocks = getOtherUnlock(unlockReqs)
		
		local data = UnlockData.new(const.id, const.name, myUnlocks.level, skill)
		data.otherRequirements = {}
		table.insert(data.otherRequirements, UnlockData.new(const.id, const.name, Skills.getRecipeLevel(AstroID, const), AstroID))
		for _, req in ipairs(otherUnlocks) do
			table.insert(data.otherRequirements, UnlockData.new(const.id, const.name, req.level, req.type))
		end
		return data
	end)
end

function p.test()
	local realmName = 'Abyssal Realm'
	local realm = Skills.getRealmFromName(realmName)
	Debug.log(getAstrologyRequirements('Herblore', realm))
end

p.UnlockData = UnlockData
return p