Module:Items

From Melvor Idle
Revision as of 19:43, 21 September 2020 by Falterfire (talk | contribs) (wheeee deliberately compensating for the fact that Melee Accuracy Potion's name inexplicably has two spaces)

Lua module containing all sorts of functions for getting data on items. Pulls data from Module:GameData/data.

Some functions were split to submodules:


local p = {}

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

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

function p.getItemByID(ID)
  local result = Shared.clone(ItemData[ID + 1])
  if result ~= nil then
    result.id = ID
  end
  return result
end

function p.getItem(name)
  local result = nil
  for i, item in pairs(ItemData) do
    if(item.name == name) then
      result = Shared.clone(item)
      --Make sure every item has an id, and account for Lua being 1-index
      result.id = i -1
    end
  end
  return result
end

function p._getItemStat(item, StatName, ZeroIfNil)
  local result = item[StatName]
  --Special Overrides:
  if StatName == 'stabAttackBonus' then
    if item.attacBonus == nil then 
      result = nil
    else
      result = item.attackBonus[1]
    end
  elseif StatName == 'slashAttackBonus' then
    if item.attackBonus == nil then 
      result = nil
    else
      result = item.attackBonus[2]
    end
  elseif StatName == 'blockAttackBonus' then
    if item.attackBonus == nil then 
      result = nil
    else
      result = item.attackBonus[3]
    end
  elseif StatName == 'attackType' then
    result = p._getWeaponAttackType(item)
  end
  if result == nil and ZeroIfNil then result = 0 end
  return result
end

function p.getItemStat(frame)
  local args = frame.args ~= nil and frame.args or frame
  local ItemName = args[1]
  local StatName = args[2]
  local ZeroIfNil = args.ForceZero ~= nil and args.ForceZero ~= '' and args.ForceZero ~= 'false'
  local item = p.getItem(ItemName)
  if item == nil then
    return "ERROR: No item named "..ItemName.." exists in the data module"
  end
  return p._getItemStat(item, StatName, ZeroIfNil)
end

function p._getWeaponAttackType(item)
  if item.type == 'Weapon' then
    return Icons.Icon({'Melee'})
  elseif item.type == 'Ranged Weapon' then
    return Icons.Icon({'Ranged', type='skill'})
  elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
    return Icons.Icon({'Magic', type='skill'})
  else
    return "Invalid"
  end
end


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

function p.getPotionTable(frame)
  local potionName = frame.args ~= nil and frame.args[1] or frame
  local tiers = {'I', 'II', 'III', 'IV'}

  local result = '{| class="wikitable"'
  result = result..'\r\n!Potion!!Tier!!Charges!!Effect'

  local tier1potion = p.getItem(potionName..' I')
  for i, tier in pairs(tiers) do
    local tierName = potionName..' '..tier
    local potion = p.getItemByID(tier1potion.id + i - 1)
    if potion == nil then
       mw.log("Failed to get tier "..tier)
    else
      result = result..'\r\n|-'
      result = result..'\r\n|'..Icons.Icon({tierName, type='item', notext='true', size='60'})
      result = result..'||'..'[['..tierName..'|'..tier..']]'
      result = result..'||'..potion.potionCharges..'||'..potion.description
    end
  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 = p.getItem(itemName)
  if item == nil then
    return "ERROR: No item named "..itemName.." exists in the data module"
  end

  local skill = ''
  local time = 0
  local lvl = 0
  local xp = 0
  local qty = nil
  local req = {}
  --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
  elseif item.craftingLevel ~= nil then
    skill = 'Crafting'
    lvl = item.craftingLevel
    xp = item.craftingXP
    req = item.craftReq
    qty = item.craftQty
    time = 3
  elseif item.runecraftingLevel ~= nil then
    skill = 'Runecrafting'
    lvl = item.runecraftingLevel
    xp = item.runecraftingXP
    req = item.runecraftReq
    qty = item.runecraftQty
    time = 2
  elseif item.fletchingLevel ~= nil then
    skill = 'Fletching'
    lvl = item.fletchingLevel
    xp = item.fletchingXP
    req = item.fletchReq
    qty = item.fletchQty
    time = 2
  elseif 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
  else
    return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
  end
  if qty == nil then qty = 1 end

  local result = '{|class="wikitable"'
  result = result..'\r\n!colspan="2"|Item Creation\r\n|-'
  result = result..'\r\n|-\r\n!style="text-align: right;"|Requirements'
  result = result..'\r\n|'..Icons.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."'''"
  result = result..'\r\n|-\r\n!style="text-align: right;"|Materials\r\n|'
  for i, mat in pairs(req) do
    if i > 1 then result = result..'<br/>' end
    local matItem = p.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
  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|'..xp..' XP'
  result = result..'\r\n|-\r\n!style="text-align:right;"|Base Creation Time'
  result = result..'\r\n|'..time..'.0 s'
  result = result..'\r\n|}'

  return result
end

return p