Module:Items/SourceTables

From Melvor Idle
< Module:Items
Revision as of 18:28, 3 February 2021 by Mazunki (talk | contribs) (hm)

Documentation for this module may be created at Module:Items/SourceTables/doc

local p = {}

local MonsterData = mw.loadData('Module:Monsters/data')
local ItemData = mw.loadData('Module:Items/data')
local SkillData = mw.loadData('Module:Skills/data')
local Constants = mw.loadData('Module:Constants/data')

local Shared = require('Module:Shared')
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Icons = require('Module:Icons')
local Items = require('Module:Items')


function p._getCreationTable(item)
  local skill = ''
  local specialReq = nil
  local time = 0
  local maxTime = nil
  local lvl = 0
  local xp = 0
  local qty = nil
  local req = nil
  local result = ''

  local tables = {}
  --First figure out what skill is used to make this...
  if item.smithingLevel ~= nil then
    skill = 'Smithing'
    lvl = item.smithingLevel
    xp = item.smithingXP
    req = item.smithReq
    qty = item.smithingQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.craftingLevel ~= nil then
    skill = 'Crafting'
    lvl = item.craftingLevel
    xp = item.craftingXP
    req = item.craftReq
    qty = item.craftQty
    time = 3
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.runecraftingLevel ~= nil then
    skill = 'Runecrafting'
    lvl = item.runecraftingLevel
    xp = item.runecraftingXP
    req = item.runecraftReq
    qty = item.runecraftQty
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.fletchingLevel ~= nil then
    skill = 'Fletching'
    lvl = item.fletchingLevel
    xp = item.fletchingXP
    req = item.fletchReq
    qty = item.fletchQty
    time = 2
    if item.name == 'Arrow Shafts' then
      --Arrow Shafts get special (weird) treatment
      req = '1 of any [[Log]]'
      qty = '15 - 135'
    end
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.herbloreReq ~= nil then
    skill = 'Herblore'
    req = item.herbloreReq
    --Currently using 'herbloreMasteryID' as shorthand to find details, could be a better method
    local potionID = item.herbloreMasteryID
    local potionData = SkillData.Herblore.ItemData[potionID + 1]
    lvl = potionData.herbloreLevel
    xp = potionData.herbloreXP
    time = 2
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.miningID ~= nil then
    skill = 'Mining'
    lvl = SkillData.Mining.Rocks[item.masteryID[2] + 1].level
    time = 3
    xp = item.miningXP
    --Rune Essence has double quantity, but that's a hard-coded thing in the game so it's hard-coded here
    if item.name == 'Rune Essence' then qty = 2 else qty = 1 end

    if item.name == 'Dragonite Ore' then
      specialReq = Icons.Icon({"Mastery", notext='true'})..' 271 total [[Mining]] [[Mastery]]'
    end
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, nil, specialReq))
  end
  if item.type == "Logs" then
    --Well this feels like cheating, but for as long as logs are the first items by ID it works
    local treeData = SkillData.Woodcutting.Trees[item.id + 1]
    skill = 'Woodcutting'
    lvl = treeData.level
    time = treeData.interval / 1000
    xp = treeData.xp
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
  end
  if item.fishingLevel ~= nil then
    skill = 'Fishing'
    lvl = item.fishingLevel
    xp = item.fishingXP
    time = item.minFishingInterval/1000
    maxTime = item.maxFishingInterval/1000
    table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime))
  end
  if item.type == "Havest" or item.type == "Herb" or item.type == "Logs" then
    --Havest/Herb means farming
    --Logs might mean farming or might not. Depends on the logs
    --Yes, Havest. The typos are coming from inside the source code
    for i, item2 in pairs(ItemData.Items) do
      if item2.grownItemID == item.id then
        skill = 'Farming'
        lvl = item2.farmingLevel
        xp = item2.farmingXP
        time = item2.timeToGrow
        qty = 5
        req = {{id = i - 1, qty = (item2.seedsRequired ~= nil and item2.seedsRequired or 1)}}
        table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
        break
      end
    end
  end
  if item.type == "Food" or item.type == "Cooked Fish" then
    --Food/Cooked Fish is Fishing, need to figure out source item
    for i, item2 in pairs(ItemData.Items) do
      if item2.burntItemID == item.id or item2.cookedItemID == item.id then
        skill = 'Cooking'
        lvl = item2.cookingLevel
        if item2.burntItemID == item.id then
          xp = 1
        else
          xp = item2.cookingXP
        end
        time = 3
        req = {{id = i - 1, qty = 1}}
        break
      end
    end
    if skill ~= '' then
      table.insert(tables, p.buildCreationTable(skill, lvl, xp, req, qty, time))
    end
  end
  --A couple special exceptions for Alt Magic
  --Not Gems or Bars though since those have their own separate thing
  if item.name == 'Rune Essence' then
    table.insert(tables, p.buildAltMagicTable('Just Learning'))
  elseif item.name == 'Bones' then
    table.insert(tables, p.buildAltMagicTable('Bone Offering'))  
  elseif item.name == 'Holy Dust' then
    table.insert(tables, p.buildAltMagicTable('Blessed Offering'))
  end

  if Shared.tableCount(tables) == 0 then
    return ""
  else
    return table.concat(tables, '\r\n')
  end
end

function p.buildAltMagicTable(spellName)
  local spell = Magic.getSpell(spellName, 'AltMagic')
  local result = '{|class="wikitable"\r\n|-'
  result = result..'\r\n!colspan="2"|'..Icons.Icon({spell.name, type='spell'})
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements'
  result = result..'\r\n|'..Icons._SkillReq('Magic', spell.magicLevelRequired)
  -- 1 means select any item. 0 would mean Superheat, but that's handled elsewhere
  -- -1 means no item is needed, so hide this section
  if spell.selectItem == 1 then
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials'
    result = result..'\r\n|1 of any item'
  end
  --Add runes
  result = result..'\r\n|-\r\n!style="text-align:right;"|Runes\r\n|'
  for i, req in pairs(spell.runesRequired) do
    local rune = Items.getItemByID(req.id)
    if i > 1 then result = result..', ' end
    result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
  end
  if spell.runesRequiredAlt ~= nil and Shared.tableCount(spell.runesRequired) ~= Shared.tableCount(spell.runesRequiredAlt) then
    result = result.."<br/>'''OR'''<br/>"
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = Items.getItemByID(req.id)
      if i > 1 then result = result..', ' end
      result = result..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
  end

  --Now just need the output quantity, xp, and casting time (which is always 2)
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity\r\n|'..spell.convertToQty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base XP\r\n|'..spell.magicXP
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cast Time\r\n|2s'
  result = result..'\r\n|}'
  return result
end

function p.buildCreationTable(skill, lvl, xp, req, qty, time, maxTime, specialReq)
  if qty == nil then qty = 1 end
  local result = '{|class="wikitable"'
  if req ~= nil then
    result = result..'\r\n!colspan="2"|Item Creation'
  else
    result = result..'\r\n!colspan="2"|Item Production'
  end
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
  result = result..'\r\n|'..Icons._SkillReq(skill, lvl)
  if specialReq ~= nil then result = result..'<br/>'..specialReq end

  if req ~= nil then 
    result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
    if type(req) == 'table' then
      for i, mat in pairs(req) do
        if i > 1 then result = result..'<br/>' end
        local matItem = Items.getItemByID(mat.id)
        if matItem == nil then
          result = result..mat.qty..'x ?????'
        else
          result = result..Icons.Icon({matItem.name, type='item', qty=mat.qty})
        end
      end
    else
     result = result..req
    end
  end
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Quantity'
  result = result..'\r\n|'..qty
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Experience'
  result = result..'\r\n|'..Shared.formatnum(xp)..' XP'
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
  result = result..'\r\n|'..Shared.formatnum(Shared.round(time, 2, 0))..'s'
  if maxTime ~= nil then result = result..' - '..Shared.formatnum(Shared.round(maxTime, 2, 0))..'s' end
  result = result..'\r\n|}'

  return result
end

function p.getCreationTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end
  
  return p._getCreationTable(item)
end

function p._getItemSources(item, asList, addCategories)
  local result = nil
  local lineArray = {}
  local categoryArray = {}

  --Alright, time to go through all the ways you can get an item...
  --First up: Can we kill somebody and take theirs?
  local killStr = ''
  local dungeonStr = ''
  local count1 = 0
  for i, monster in Shared.skpairs(MonsterData.Monsters) do
    local isDrop = false
    if monster.bones == item.id and ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, "Shard")) then
      isDrop = true
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        if loot[1] == item.id then
          isDrop = true
        end
      end
    end
    if isDrop then
      if monster.isBoss then
        local areaList = Areas.getMonsterAreas(i - 1)
        --If this is a boss then we actually are completing dungeons for this and need to figure out which one
        for j, dung in pairs(areaList) do
          if string.len(dungeonStr) > 0 then 
            dungeonStr = dungeonStr..','
          else
            dungeonStr = 'Completing: '
          end
          dungeonStr = dungeonStr..Icons.Icon({dung.name, type="dungeon", notext=true})
        end
      else
        count1 = count1 + 1
        if string.len(killStr) > 0 then
          killStr = killStr..','
          if count1 % 3 == 1 and count1 > 1 then killStr = killStr..'<br/>' end
          killStr = killStr..Icons.Icon({monster.name, type="monster", notext="true"})
        else
          killStr = killStr..'Killing: '..Icons.Icon({monster.name, type="monster", notext="true"})
        end
      end
    end
  end
  --Add the Fire Cape's special exception:
  if item.name == 'Fire Cape' then
    if string.len(dungeonStr) > 0 then 
      dungeonStr = dungeonStr..','
    else
      dungeonStr = 'Completing: '
    end
    dungeonStr = dungeonStr..Icons.Icon({"Volcanic Cave", type="dungeon", notext=true})
  elseif item.name == 'Infernal Cape' then
    if string.len(dungeonStr) > 0 then 
      dungeonStr = dungeonStr..','
    else
      dungeonStr = 'Completing: '
    end
    dungeonStr = dungeonStr..Icons.Icon({"Infernal Stronghold", type="dungeon", notext=true})
  end

  if string.len(dungeonStr) > 0 then table.insert(lineArray, dungeonStr) end
  if string.len(killStr) > 0 then table.insert(lineArray, killStr) end

  --Next: Can we find it in a box?
  --While we're here, check for upgrades, cooking, and growing
  local lootStr = ''
  local upgradeStr = ''
  local cookStr = ''
  local burnStr = ''
  local growStr = ''
  local count2 = 0
  count1 = 0
  for i, item2 in pairs(ItemData.Items) do
    if item2.dropTable ~= nil then
      for j, loot in pairs(item2.dropTable) do
        if loot[1] == item.id then
          count1 = count1 + 1
          if string.len(lootStr) > 0 then
            lootStr = lootStr..','
            if count1 % 3 == 1 and count1 > 1 then lootStr = lootStr..'<br/>' end
            lootStr = lootStr..Icons.Icon({item2.name, type="item", notext="true"})
          else
            lootStr = lootStr..'Opening: '..Icons.Icon({item2.name, type="item", notext="true"})
          end
        end
      end
    end
    if item2.trimmedItemID == item.id then
          count2 = count2 + 1
        if string.len(upgradeStr) > 0 then
          upgradeStr = upgradeStr..','
          if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
          upgradeStr = upgradeStr..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Upgraded Items]]')
          upgradeStr = upgradeStr..'Upgrading: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.cookedItemID == item.id then
        if string.len(cookStr) > 0 then
          cookStr = cookStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Cooked Items]]')
          cookStr = cookStr..'Cooking: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.burntItemID == item.id then
        if string.len(burnStr) > 0 then
          burnStr = burnStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Burnt Items]]')
          burnStr = burnStr..'Burning: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
    if item2.grownItemID == item.id then
        if string.len(growStr) > 0 then
          growStr = growStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          table.insert(categoryArray, '[[Category:Harvestable Items]]')
          growStr = growStr..'Growing: '..Icons.Icon({item2.name, type="item", notext="true"})
        end
    end
  end
  if string.len(lootStr) > 0 then table.insert(lineArray, lootStr) end
  if string.len(upgradeStr) > 0 then table.insert(lineArray, upgradeStr) end
  if string.len(cookStr) > 0 then table.insert(lineArray, cookStr) end
  if string.len(burnStr) > 0 then table.insert(lineArray, burnStr) end
  if string.len(growStr) > 0 then table.insert(lineArray, growStr) end

  --Next: Can we take it from somebody else -without- killing them?
  local thiefStr = ''
  for i, npc in pairs(SkillData.Thieving) do
    if npc.lootTable ~= nil then
      for j, loot in pairs(npc.lootTable) do
        if loot[1] == item.id then
          if string.len(thiefStr) > 0 then
            thiefStr = thiefStr..','..Icons.Icon({npc.name, type="thieving", notext="true"})
          else
            thiefStr = thiefStr..'Pickpocketing: '..Icons.Icon({npc.name, type="thieving", notext="true"})
          end
        end
      end
    end
  end
  if string.len(thiefStr) > 0 then table.insert(lineArray, thiefStr) end

  --If all else fails, I guess we should check if we can make it ourselves
  --SmithCheck:
  if item.smithingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Smithing", item.smithingLevel))
  end

  --CraftCheck:
  if item.craftingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Crafting", item.craftingLevel))
  end

  --FletchCheck:
  if item.fletchingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Fletching", item.fletchingLevel))
  end

  --RunecraftCheck:
  if item.runecraftingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Runecrafting", item.runecraftingLevel))
  end

  --MineCheck:
  if item.miningID ~= nil then
    table.insert(lineArray, Icons._SkillReq("Mining", SkillData.Mining.Rocks[item.masteryID[2] + 1].level))
  end

  --FishCheck:
  if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
    table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#'..item.type..'|'..item.type..']]')
  elseif item.fishingLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Fishing", item.fishingLevel))
  end

  --HerbCheck:
  if item.herbloreMasteryID ~= nil then
    local potionData = SkillData.Herblore.ItemData[item.herbloreMasteryID + 1].herbloreLevel
    table.insert(lineArray, Icons._SkillReq("Herblore", potionData))
  end

  --WoodcuttingCheck
  if item.type == 'Logs' then
    local treeData = SkillData.Woodcutting.Trees[item.id + 1]
    local lvl = treeData.level
    table.insert(lineArray, Icons._SkillReq("Woodcutting", lvl))
  end

  --Finally there are some weird exceptions:
  --Coal can be acquired via firemaking
  if item.name == "Coal Ore" then
    table.insert(lineArray, Icons._SkillReq("Firemaking", 1))
  end

  --Gems can be acquired from mining, fishing, and alt. magic
  if item.type == 'Gem' then
    table.insert(lineArray, Icons.Icon({"Fishing", type='skill', notext=true})..' [[Fishing#Special|Special]]')
    table.insert(lineArray, Icons.Icon({"Mining", type='skill', notext=true})..' [[Mining#Gems|Gem]]')
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end

  --Bars and some other stuff can also be acquired via Alt. Magic
  if type == 'Bar' or Shared.contains(AltMagicProducts, item.name) then
    table.insert(lineArray, Icons.Icon({"Alt. Magic", type='skill'}))
  end

  --Chapeau Noir & Bobby's Pocket are special Thieving items
  if item.name == "Chapeau Noir" or item.name == "Bobby&apos;s Pocket" then
    table.insert(lineArray, Icons._SkillReq("Thieving", 1))
  end

  --Rhaelyx pieces are also special
  if item.name == 'Jewel of Rhaelyx' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill'})
    table.insert(lineArray, rhaStr)
  elseif item.name == 'Circlet of Rhaelyx' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..', '..Icons.Icon({'Mining', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
    table.insert(lineArray, rhaStr)
  elseif item.name == 'Mysterious Stone' then
    local rhaStr = 'Any action in: '
    rhaStr = rhaStr..Icons.Icon({'Firemaking', type = 'skill', notext = true})..', '..Icons.Icon({'Cooking', type = 'skill', notext = true})..', '..Icons.Icon({'Smithing', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Fletching', type = 'skill', notext = true})..', '..Icons.Icon({'Crafting', type = 'skill', notext = true})..', '..Icons.Icon({'Runecrafting', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Herblore', type='skill', notext = true})..', '..Icons.Icon({'Woodcutting', type = 'skill', notext = true})..', '..Icons.Icon({'Fishing', type = 'skill', notext = true})..',<br/>'
    rhaStr = rhaStr..Icons.Icon({'Mining', type = 'skill', notext = true})..', '..Icons.Icon({'Thieving', type = 'skill', notext = true})..', '..Icons.Icon({'Farming', type = 'skill', notext = true})
    rhaStr = rhaStr..'<br/>after finding '..Icons.Icon({'Crown of Rhaelyx', type='item'})
    table.insert(lineArray, rhaStr)
  end
  --Tokens are from the appropriate skill
  if item.isToken then
    for skill, id in pairs(Constants.skill) do
      if id == item.skill then
        table.insert(lineArray, Icons._SkillReq(skill, 1))
      end
    end
  end

  --Shop items (including special items like gloves that aren't otherwise listed)
  if item.slayerCost ~= nil or item.buysFor ~= nil or Shared.contains(Items.OtherShopItems, item.name) then
    table.insert(lineArray, '[[Shop]]')
  end

  --Easter Eggs (manual list 'cause don't have a better way to do that)
  if Shared.contains(Items.EasterEggs, item.name) then
    table.insert(lineArray, '[[Easter Eggs]]')
  end

  local result = ''
  if asList then
    result = '* '..table.concat(lineArray, "\r\n* ")
  else
    result = table.concat(lineArray, "<br/>")
    result = '<div style="max-width:180px;text-align:right">'..result..'</div>'
  end
  if addCategories then result = result..table.concat(categoryArray, '') end
  return result
end

function p.getItemSources(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  local asList = false
  local addCategories = false
  if frame.args ~= nil then 
    asList = frame.args.asList ~= nil and frame.args.asList ~= '' and frame.args.asList ~= 'false'
    addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
  end
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemSources(item, asList, addCategories)
end

function p._getItemLootSourceTable(item)
  local result = '{| class="wikitable sortable stickyHeader"'
  result = result..'\r\n|- class="headerRow-0"'
  result = result..'\r\n!Source!!Source Type!!Quantity!!Chance'

  --Set up function for adding rows
  local buildRow = function(source, type, minqty, qty, chance)
    if minqty == nil then minqty = 1 end
    local rowTxt = '\r\n|-'
    rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..source
    rowTxt = rowTxt..'\r\n|style ="text-align: left;"|'..type

    rowTxt = rowTxt..'\r\n|style ="text-align: right;" data-sort-value:"'..qty..'"|'..minqty
    if qty ~= minqty then rowTxt = rowTxt..' - '..qty end
    rowTxt = rowTxt..'\r\n|style ="text-align: right;"|'..Shared.round(chance, 2, 2)..'%'
    return rowTxt
  end
  local dropRows = {}
  
  --Alright, time to go through a few ways to get the item
  --First up: Can we kill somebody and take theirs?
  for i, monster in pairs(MonsterData.Monsters) do
    local minqty = 1
    local qty = 1
    local chance = 0
    local wt = 0
    local totalWt = 0
    --Only add bones if this monster has loot (ie appears outside a dungeon) and isn't a boss
    --... unless we're looking for Shards of course, at which point we'll take any monster with the right bones
    if ((monster.lootTable ~= nil and not monster.isBoss) or Shared.contains(item.name, 'Shard')) and monster.bones == item.id then
      qty = monster.boneQty ~= nil and monster.boneQty or 1
      minqty = qty
      chance = 100
    elseif monster.lootTable ~= nil then
      for j, loot in pairs(monster.lootTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
          qty = loot[3]
        end
      end
      if wt > 0 then
        local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
        chance = ((wt * lootChance) / (totalWt * 100)) * 100
      end
    end
    if chance > 0 then
      --If we're dealing with a boss, this is a Dungeon row instead
      if monster.isBoss and not Shared.contains(item.name, 'Shard') then
        local dung = Areas.getMonsterAreas(i - 1)[1]
        local sourceTxt = Icons.Icon({dung.name, type="dungeon", notext=true})
        table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = minqty, qty = qty, chance = chance})
      else
        local sourceTxt = Icons.Icon({monster.name, type='monster'})
        table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
      end
    end
  end

  --Special exception for the Fire Cape as a bonus dungeon drop
  if item.name == 'Fire Cape' then
      local sourceTxt = Icons.Icon({"Volcanic Cave", type="dungeon", notext=true})
      table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = 1, qty = 1, chance = 100})
  elseif item.name == 'Infernal Cape' then
      local sourceTxt = Icons.Icon({"Infernal Stronghold", type="dungeon", notext=true})
      table.insert(dropRows, {source = sourceTxt, type = '[[Dungeon]]', minqty = 1, qty = 1, chance = 100})
  end

  --Next: Can we find it by rummaging around in another item?
  for i, item2 in pairs(ItemData.Items) do
    if item2.dropTable ~= nil then
      local qty = 1
      local chance = 0
      local wt = 0
      local totalWt = 0
      for j, loot in pairs(item2.dropTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
          if item2.dropQty ~= nil then qty = item2.dropQty[j] end
        end
      end

      if wt > 0 then
        chance = (wt / totalWt) * 100
        local sourceTxt = Icons.Icon({item2.name, type='item'})
        table.insert(dropRows, {source = sourceTxt, type = '[[Chest]]', minqty = 1, qty = qty, chance = chance})
      end
    end
  end

  --Finally, let's try just stealing it
  local thiefType = Icons.Icon({"Thieving", type='skill'})
  for i, npc in pairs(SkillData.Thieving) do
    local qty = 1
    local chance = 0
    local wt = 0
    local totalWt = 0
    if npc.lootTable ~= nil then
      for j, loot in pairs(npc.lootTable) do
        totalWt = totalWt + loot[2]
        if loot[1] == item.id then
          wt = loot[2]
        end
      end
      if wt > 0 then
        chance = (wt / totalWt) * 75
        local sourceTxt = Icons.Icon({npc.name, type='thieving'})
        table.insert(dropRows, {source = sourceTxt, type = thiefType, minqty = 1, qty = qty, chance = chance})
      end
    end
  end

  --Bonus overtime: Special Fishing table & mining gem table. Also Rags to Riches
  if item.type == 'Gem' then
    local mineType = Icons.Icon({'Mining', type='skill'})
    local thisGemChance = Items.GemTable[item.name].chance 
    table.insert(dropRows, {source = '[[Mining#Gems|Gem]]', type = mineType, minqty = 1, qty = 1, chance = thisGemChance})
    local magicType = Icons.Icon({'Magic', type = 'skill'})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches I", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
    table.insert(dropRows, {source = Icons.Icon({"Rags to Riches II", type="spell"}), type = magicType, minqty = 1, qty = 1, chance = thisGemChance})
  end

  if item.fishingCatchWeight ~= nil then
    local fishSource = '[[Fishing#Special|Special]]'
    local fishType = Icons.Icon({'Fishing', type='skill'})
    local thisChance = (item.fishingCatchWeight / Items.specialFishWt) * 100
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
  end

  if item.type == 'Junk' then
    local fishSource = '[[Fishing#Junk|Junk]]'
    local fishType = Icons.Icon({'Fishing', type='skill'})
    local thisChance = 100 / Items.junkCount
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
  end

  --Make sure to return nothing if there are no drop sources  
  if Shared.tableCount(dropRows) == 0 then return '' end

  table.sort(dropRows, function(a, b) return a.chance > b.chance end)
  for i, data in pairs(dropRows) do
    result = result..buildRow(data.source, data.type, data.minqty, data.qty, data.chance)
  end

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

function p.getItemLootSourceTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemLootSourceTable(item)
end

function p._getItemShopTable(item)
  local result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Shop]] Purchase'
  result = result..'\r\n|-\r\n!style="text-align:right;"|Cost\r\n|'
  local cost = {}
  local qty = '1'
  if item.buysFor ~= nil then
    if item.buysFor > 0 then table.insert(cost, Icons.GP(item.buysFor)) end
  elseif item.slayerCost ~= nil then
    table.insert(cost, Icons.SC(item.slayerCost))
  elseif Items.GloveTable[item.name] ~= nil then
    table.insert(cost, Icons.GP(Items.GloveTable[item.name].cost))
    qty = ' +'..Shared.formatnum(Items.GloveTable[item.name].charges)..' Charges'
  end
  if item.buysForLeather ~= nil then 
    table.insert(cost, Icons.Icon({'Leather', type='item', qty=item.buysForLeather}))
  end
  if item.buysForItems ~= nil then
    for i, row in pairs(item.buysForItems) do
      local mat = Items.getItemByID(row[1])
      table.insert(cost, Icons.Icon({mat.name, type='item', qty=row[2]}))
    end
  end
  if Shared.tableCount(cost) == 0 then
    --If no cost is set, return an empty string
    return ''
  else
    result = result..table.concat(cost, '<br/>')
  end

  --For right now, only have requirements on Skillcapes
  result = result..'\r\n|-\r\n!style="text-align:right;"|Requirements\r\n|'
  if item.name == 'Cape of Completion' then
    result = result..'100% Completion Log'
  elseif item.name == 'Max Skillcape' then
    result = result..'Level 99 in all [[Skills]]'
  elseif Shared.contains(item.name, 'Skillcape') then
    local skillName = Shared.splitString(item.name)[1]
    result = result..Icons._SkillReq(skillName, 99)
  else
    result = result..'None'
  end

  result = result..'\r\n|-\r\n!style="text-align:right;"|Quantity\r\n|'..qty
  result = result..'\r\n|}'
  return result
end

function p.getItemShopTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemShopTable(item)
end

function p._getItemUpgradeTable(item)
  local result = ''
  if item.itemsRequired ~= nil then
    --First, get details on all the required materials
    local upgradeFrom = {}
    local materials = {}
    for i, row in pairs(item.itemsRequired) do
      local mat = Items.getItemByID(row[1])
      --Check to see if the source item can trigger the upgrade
      if mat.canUpgrade or (mat.type == 'Armour' and mat.canUpgrade == nil) then
        table.insert(upgradeFrom, Icons.Icon({mat.name, type='item'}))
      end
      table.insert(materials, Icons.Icon({mat.name, type='item', qty=row[2]}))
    end
    if item.trimmedGPCost ~= nil then
      table.insert(materials, Icons.GP(item.trimmedGPCost))
    end
    result = '{| class="wikitable"\r\n|-\r\n!colspan="2"|[[Upgrading Items|Item Upgrade]]'
    --[[result = result..'\r\n|-\r\n!style="text-align:right;"|Upgrades From\r\n|'
    result = result..table.concat(upgradeFrom, '<br/>')--]]
    result = result..'\r\n|-\r\n!style="text-align:right;"|Materials\r\n|'
    result = result..table.concat(materials, '<br/>')
    result = result..'\r\n|}'
  end
  return result
end

function p.getItemUpgradeTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemUpgradeTable(item)
end

function p._getItemSuperheatTable(item)
  --Manually build the Superheat Item table
  local oreString = ''
  local coalString = ''
  for i, mat in pairs(item.smithReq) do
    local thisMat = Items.getItemByID(mat.id)
    if thisMat.name == 'Coal Ore' then
      coalString = ', '..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    else
      if string.len(oreString) > 0 then oreString = oreString..', ' end
      oreString =  oreString..Icons.Icon({thisMat.name, type='item', notext='true', qty=mat.qty})
    end
  end
   --Set up the header
  local superheatTable = '{|class="wikitable"\r\n!colspan="2"|Spell'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Smithing', type='skill', notext='true'})..' Level'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' Level'
  superheatTable = superheatTable..'!!'..Icons.Icon({'Magic', type='skill', notext='true'})..' XP'
  superheatTable = superheatTable..'!!'..Icons.Icon({item.name, type='item', notext='true'})..' Bars'
  superheatTable = superheatTable..'!!Ore!!Runes'
   --Loop through all the variants
  local spellNames = {'Superheat I', 'Superheat II', 'Superheat III', 'Superheat IV'}
  for i, sName in pairs(spellNames) do
    local spell = Magic.getSpell(sName, 'AltMagic')
    local rowTxt = '\r\n|-\r\n|'..Icons.Icon({spell.name, type='spell', notext=true, size=50})
    rowTxt = rowTxt..'||[['..spell.name..']]||'..item.smithingLevel
    rowTxt = rowTxt..'||'..spell.magicLevelRequired..'||'..spell.magicXP..'||'..spell.convertToQty
    rowTxt = rowTxt..'||'..oreString
    if spell.ignoreCoal ~= nil and not spell.ignoreCoal then rowTxt = rowTxt..coalString end
    rowTxt = rowTxt..'||style="text-align:center"|'
    for i, req in pairs(spell.runesRequired) do
      local rune = Items.getItemByID(req.id)
      if i > 1 then rowTxt = rowTxt..', ' end
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
    rowTxt = rowTxt.."<br/>'''OR'''<br/>"
    for i, req in pairs(spell.runesRequiredAlt) do
      local rune = Items.getItemByID(req.id)
      if i > 1 then rowTxt = rowTxt..', ' end
      rowTxt = rowTxt..Icons.Icon({rune.name, type='item', notext=true, qty=req.qty})
    end
    superheatTable = superheatTable..rowTxt
  end
   --Add the table end and add the table to the result string
  superheatTable = superheatTable..'\r\n|}'
  return superheatTable
end

function p.getItemSuperheatTable(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemSuperheatTable(item)
end

function p._getItemSourceTables(item)
  local result = ''
  local shopTable = p._getItemShopTable(item)
  if string.len(shopTable) > 0 then
    result = result..'===Shop===\r\n'..shopTable
  end

  local creationTable = p._getCreationTable(item)
  if string.len(creationTable) > 0 then 
    if string.len(result) > 0 then result = result..'\r\n' end
    result = result..'===Creation===\r\n'..creationTable 
  end

  local upgradeTable = p._getItemUpgradeTable(item)
  if string.len(upgradeTable) > 0 then
    if string.len(result) > 0 then result = result..'\r\n' end
    if string.len(creationTable) == 0 then result = result..'===Creation===\r\n' end
    result = result..upgradeTable
  end

  if item.type == 'Bar' then
    result = result..'\r\n==='..Icons.Icon({'Alt Magic', type='skill'})..'===\r\n'..p._getItemSuperheatTable(item)
  end

  local lootTable = p._getItemLootSourceTable(item)
  if string.len(lootTable) > 0 then
    if string.len(result) > 0 then result = result..'\r\n' end
    result = result..'===Loot===\r\n'..lootTable
  end
  return result
end

function p.getItemSourceTables(frame)
  local itemName = frame.args ~= nil and frame.args[1] or frame
  local item = Items.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  return p._getItemSourceTables(item)
end

function p.getCombatPassiveSlotItems(frame)
  local table = '{| class="wikitable"\r\n'
  table = table..'|-\r\n'
  table = table..'! Item\r\n! Passive\r\n'

  for i, item in pairs(ItemData.Items) do
    if item.isPassiveItem then
      table = table..'|-\r\n'
      table = table..'! {{ItemIcon|'..item.name..'}}\r\n'
      table = table..'| '..item.description..'\r\n'
    end
  end
  
  table = table..'|}'

  return table
end

return p