Module:Items/UseTables
From Melvor Idle
Documentation for this module may be created at Module:Items/UseTables/doc
local p = {}
local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Magic = require('Module:Magic')
local Areas = require('Module:CombatAreas')
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Agility = require('Module:Skills/Agility')
local Shop = require('Module:Shop')
--Brute forcing some item uses to make things easier
local itemUseArray = {
Agility = {},
Astrology = {'melvorF:Stardust', 'melvorF:Golden_Stardust'},
Attack = {},
Combat = {'melvorF:Gold_Emerald_Ring', 'melvorD:Obsidian_Cape', 'melvorF:Throwing_Power_Gloves'},
Cooking = {'melvorD:Cooking_Gloves', 'melvorD:Crown_of_Rhaelyx'},
Crafting = {'melvorD:Crown_of_Rhaelyx'},
Defence = {},
Farming = {'melvorD:Compost', 'melvorD:Weird_Gloop', 'melvorD:Bobs_Rake'},
Firemaking = {'melvorD:Crown_of_Rhaelyx'},
Fishing = {'melvorD:Amulet_of_Fishing', 'melvorD:Message_In_A_Bottle', 'melvorD:Barbarian_Gloves'},
Fletching = {'melvorD:Crown_of_Rhaelyx'},
Herblore = {'melvorD:Crown_of_Rhaelyx'},
Hitpoints = {},
Magic = {},
Mining = {'melvorD:Mining_Gloves', 'melvorD:Gem_Gloves'},
Prayer = {},
Ranged = {},
Runecrafting = {'melvorD:Crown_of_Rhaelyx'},
Slayer = {},
Smithing = {'melvorD:Smithing_Gloves', 'melvorD:Crown_of_Rhaelyx'},
Strength = {},
Summoning = {'melvorD:Crown_of_Rhaelyx'},
Thieving = {'melvorF:Chapeau_Noir', 'melvorF:Thieving_Gloves', 'melvorF:Gloves_of_Silence'},
Woodcutting = {},
}
function p._getItemUses(item, asList, addCategories)
-- Another fun one. This time getting all the different possible ways an item can be used
local categoryArray = {}
local skillUses = {}
local otherUses = {}
local otherUseText = {
["Combat"] = Icons.Icon({'Combat'}),
["Upgrade"] = '[[Upgrading Items]]',
["Food"] = '[[Food]]',
["Chest"] = '[[Chest Drop Tables|Can Be Opened]]',
["Mastery"] = Icons.Icon({'Mastery'}),
["AllSkills"] = 'All skills',
["AltMagic"] = Icons.Icon({'Alt. Magic', type='skill'}),
["ChargeStone"] = 'Powering ' .. Icons.Icon({'Crown of Rhaelyx', type='item'}),
["Shop"] = Icons.Icon({'Shop'})
}
local addUse = function(useName)
local skillID = Constants.getSkillID(useName)
if skillID == nil then
-- May have been passed a skill ID instead
local skillName = Constants.getSkillName(useName)
if skillName ~= nil then
skillID = useName
skillUses[skillID] = skillName
end
else
skillUses[skillID] = useName
end
if skillID == nil and not otherUses[useName] then
otherUses[useName] = true
end
end
local hasUse = function(useName)
local skillID = Constants.getSkillID(useName) or (Constants.getSkillName(useName) ~= nil and useName)
if skillID ~= nil then
return (skillUses[skillID] ~= nil) or false
else
return otherUses[useName] or false
end
end
-- Check for any overrides within itemUseArray
for useName, itemList in pairs(itemUseArray) do
if Shared.contains(itemList, item.id) then
addUse(useName)
end
end
-- If the item has any modifiers that affect a given skill, add it to those tables
-- Added special handling for Mastery Tokens since they were being incorrectly flagged as usable for all skills
if item.modifiers ~= nil then
if item.modifiers.masteryToken ~= nil then
-- Mastery tokens
addUse('Mastery')
else
local globalMods = {
'increasedChanceToDoubleItemsGlobal',
'decreasedChanceToDoubleItemsGlobal',
'increasedGlobalSkillIntervalPercent',
'decreasedGlobalSkillIntervalPercent',
'increasedGlobalSkillXP',
'decreasedGlobalSkillXP'
}
for i, globalMod in ipairs(globalMods) do
if item.modifiers[globalMod] ~= nil then
addUse('AllSkills')
break
end
end
if not hasUse('AllSkills') then
local skillArray = Constants.getModifierSkills(item.modifiers)
for i, skillName in ipairs(skillArray) do
addUse(skillName)
end
end
end
end
--First things added to the list are non-skill things that are easy to check
if not hasUse('Combat') and (Items.hasCombatStats(item) or item.specialAttacks ~= nil) then
addUse('Combat')
end
-- Check if the item is an entry requirement for any Slayer area
if not hasUse('Slayer') and (item.validSlots ~= nil or item.occupiesSlots ~= nil or item.equipmentStats ~= nil) then
local slayerAreas = Areas.getAreas(function(area) return area.type == 'slayerArea' and type(area.entryRequirements) == 'table' end)
for i, area in ipairs(slayerAreas) do
for j, req in ipairs(area.entryRequirements) do
if req.type == "SlayerItem" and req.itemID == item.id then
addUse('Slayer')
break
end
end
if hasUse('Slayer') then
break
end
end
end
-- Can the item be upgraded, or is it part of an upgrade recipe?
for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
if upgrade.upgradedItemID == item.id then
addUse('Upgrade')
else
for j, itemCost in ipairs(upgrade.itemCosts) do
if itemCost.id == item.id then
addUse('Upgrade')
break
end
end
end
if hasUse('Upgrade') then
break
end
end
if hasUse('Upgrade') then
table.insert(categoryArray, '[[Category:Upgradeable Items]]')
end
if item.healsFor ~= nil then
table.insert(categoryArray, '[[Category:Food Items]]')
addUse('Food')
end
if item.dropTable ~= nil then
table.insert(categoryArray, '[[Category:Openable Items]]')
addUse('Chest')
end
-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
-- All have somewhat consistent recipe data structures
local recipeSkillIDs = {
'melvorD:Cooking',
'melvorD:Smithing',
'melvorD:Fletching',
'melvorD:Crafting',
'melvorD:Runecrafting',
'melvorD:Herblore'
}
for i, recipeSkillID in ipairs(recipeSkillIDs) do
if not hasUse(recipeSkillID) then
local localSkillID = GameData.getLocalID(recipeSkillID)
-- Iterate over all recipes for the current skill
for j, recipe in ipairs(SkillData[localSkillID].recipes) do
for k, itemCost in ipairs(recipe.itemCosts) do
if itemCost.id == item.id then
addUse(recipeSkillID)
break
end
end
-- Some items (such as Arrow shafts) have multiple recipes
if not hasUse(recipeSkillID) and type(recipe.alternativeCosts) == 'table' then
for k, altCost in ipairs(recipe.alternativeCosts) do
for m, itemCost in ipairs(altCost.itemCosts) do
if itemCost.id == item.id then
addUse(recipeSkillID)
break
end
end
if hasUse(recipeSkillID) then
break
end
end
end
if hasUse(recipeSkillID) then
break
end
end
end
end
-- Firemaking
if not hasUse('melvorD:Firemaking') then
for i, recipe in ipairs(SkillData.Firemaking.logs) do
if recipe.logID == item.id then
addUse('melvorD:Firemaking')
break
end
end
end
-- Farming
if not hasUse('melvorD:Farming') then
for i, recipe in ipairs(SkillData.Farming.recipes) do
if recipe.seedCost.id == item.id then
addUse('melvorD:Farming')
break
end
end
end
-- Agility
if not hasUse('melvorD:Agility') and not Shared.tableIsEmpty(Agility.getObstaclesForItem(item.id)) then
addUse('melvorD:Agility')
end
-- Summoning
if not hasUse('melvorD:Summoning') then
for i, recipe in ipairs(SkillData.Summoning.recipes) do
-- Tablets & Non-shard items
if recipe.productID == item.id or Shared.contains(recipe.nonShardItemCosts, item.id) then
addUse('melvorD:Summoning')
break
else
-- Shards
for j, itemCost in ipairs(recipe.itemCosts) do
if itemCost.id == item.id then
addUse('melvorD:Summoning')
break
end
end
end
end
end
-- Prayer
if item.prayerPoints ~= nil then
table.insert(categoryArray, '[[Category:Buriable Items]]')
if not hasUse('melvorD:Prayer') then
addUse('melvorD:Prayer')
end
end
-- Magic
if not (hasUse('Magic') and hasUse('AltMagic')) then
-- First check if the item its self is used in any spells
local spellList = Magic.getSpellsUsingItem(item.id, true)
for i, spell in ipairs(spellList) do
local useKey = (spell.type == 'altMagic' and 'AltMagic' or 'Magic')
if not hasUse(useKey) then
addUse(useKey)
end
end
-- Check if the item provides runes, if it does check where they are used also
if item.providedRunes ~= nil then
for i, rune in ipairs(item.providedRunes) do
if hasUse('Magic') and hasUse('AltMagic') then
break
else
local spellList = Magic.getSpellsUsingItem(rune.id, false)
for j, spell in ipairs(spellList) do
local useKey = (spell.type == 'altMagic' and 'AltMagic' or 'Magic')
if not hasUse(useKey) then
addUse(useKey)
end
end
end
end
end
end
-- Other odds and ends:
-- Skillcapes are tied to the appropriate skill
-- Except Maximum Skillcape, which is tied to all skills. (And so is the Signet Ring)
-- And combat skillcapes, since combat skills don't get special treatment
if item.tier == 'Skillcape' then
local ignoreCapes = {
'melvorD:Attack_Skillcape',
'melvorD:Strength_Skillcape',
'melvorD:Defence_Skillcape',
'melvorD:Hitpoints_Skillcape',
'melvorF:Ranged_Skillcape',
'melvorTotH:Superior_Attack_Skillcape',
'melvorTotH:Superior_Strength_Skillcape',
'melvorTotH:Superior_Defence_Skillcape',
'melvorTotH:Superior_Hitpoints_Skillcape',
'melvorTotH:Superior_Ranged_Skillcape',
}
local allCapes = {
'melvorF:Max_Skillcape',
'melvorF:Cape_of_Completion',
'melvorTotH:Superior_Max_Skillcape',
'melvorTotH:Superior_Cape_Of_Completion'
}
if Shared.contains(allCapes, item.id) then
addUse('AllSkills')
elseif Shared.contains({'melvorF:Magic_Skillcape', 'melvorTotH:Superior_Magic_Skillcape'}, item.id) then
addUse('melvorD:Magic')
addUse('AltMagic')
elseif not Shared.contains(ignoreCapes, item.id) then
local splitName = Shared.splitString(item.name, ' ')
local skillName = (splitName[1] == 'Superior' and splitName[2]) or splitName[1]
addUse(skillName)
end
table.insert(categoryArray, '[[Category:Skillcapes]]')
end
--Special note for Charge Stone of Rhaelyx
if item.id == 'melvorD:Charge_Stone_of_Rhaelyx' then
addUse('ChargeStone')
end
--Some items are needed to make shop purchases
local shopArray = Shop.getItemCostArray(item.id)
if not Shared.tableIsEmpty(shopArray) then
addUse('Shop')
end
-- Generate result text
local useArray = {}
local prefix, delim = asList and '* ' or '', asList and '\r\n' or '<br/>'
for skillID, skillName in Shared.spairs(skillUses, function(t, a, b) return t[a] < t[b] end) do
table.insert(useArray, prefix .. Icons.Icon({skillName, type='skill'}))
end
for use, _ in Shared.skpairs(otherUses) do
table.insert(useArray, prefix .. (otherUseText[use] or use))
end
return table.concat(useArray, delim) .. (addCategories and table.concat(categoryArray, '') or '')
end
function p.getItemUses(frame)
local itemName = frame.args ~= nil and frame.args[1] or frame
local item = Items.getItem(itemName)
local addCategories = false
local asList = true
if frame.args ~= nil then
addCategories = frame.args.addCategories ~= nil and frame.args.addCategories ~= '' and frame.args.addCategories ~= 'false'
asList = frame.args.addCategories == nil or frame.args.addCategories == '' or frame.args.addCategories == 'true'
end
if item == nil then
return "ERROR: No item named "..itemName.." exists in the data module"
end
return p._getItemUses(item, asList, addCategories)
end
function p._getItemUseTable(item)
local useArray = {}
-- Loop through all upgrades to find anything that can be upgraded using our source
for i, upgrade in ipairs(GameData.rawData.itemUpgrades) do
for j, itemCost in ipairs(upgrade.itemCosts) do
if itemCost.id == item.id then
local rowReq = nil
-- Potions do have upgrade requirements though
local upgradeItem = Items.GetItemByID(upgrade.upgradedItemID)
if upgradeItem ~= nil and upgradeItem.charges ~= nil and upgradeItem.tier ~= nil then
local levelUnlock = GameData.getEntityByProperty(SkillData.Herblore.masteryLevelUnlocks, 'descriptionID', upgradeItem.tier + 1)
if levelUnlock ~= nil then
rowReq = Icons._MasteryReq(upgradeItem.name, levelUnlock.level)
end
end
table.insert(useArray, {item = {id = upgradeItem.id, name = upgradeItem.name}, qty = 1, mats = upgrade.itemCosts, skill = 'Upgrade', req = rowReq, xp = 'N/A', gp = upgrade.gpCost, sc = upgrade.scCost})
end
end
end
-- Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore
-- All have somewhat consistent recipe data structures
local recipeSkillIDs = {
'melvorD:Cooking',
'melvorD:Smithing',
'melvorD:Fletching',
'melvorD:Crafting',
'melvorD:Runecrafting',
'melvorD:Herblore'
}
for i, recipeSkillID in ipairs(recipeSkillIDs) do
local skillName = Constants.getSkillName(recipeSkillID)
local localSkillID = GameData.getLocalID(recipeSkillID)
-- Iterate over all recipes for the current skill
for j, recipe in ipairs(SkillData[localSkillID].recipes) do
local costLists = {recipe.alternativeCosts or {}, {{["itemCosts"] = recipe.itemCosts}}}
for k, costList in pairs(costLists) do
for m, costDef in pairs(costList) do
for n, itemCost in ipairs(costDef.itemCosts) do
if itemCost.id == item.id then
local recipeItemIDs = nil
if recipeSkillID == 'melvorD:Herblore' then
recipeItemIDs = recipe.potionIDs
elseif recipeSkillID == 'melvorD:Cooking' then
recipeItemIDs = {recipe.productID, recipe.perfectCookID}
else
recipeItemIDs = {recipe.productID}
end
for o, recipeItemID in ipairs(recipeItemIDs) do
local recipeItem = Items.getItemByID(recipeItemID)
if recipeItem ~= nil then
local itemDef = {id = recipe.itemID, name = recipeItem.name}
local qty = (recipe.baseQuantity or 1) * (costDef.quantityMultiplier or 1)
local rowReq = recipe.level
local reqVal = nil
if recipeSkillID == 'melvorD:Herblore' then
-- Herblore may also have a mastery requirement
local levelUnlock = GameData.getEntityByProperty(SkillData.Herblore.masteryLevelUnlocks, 'descriptionID', recipeItem.tier + 1)
if levelUnlock ~= nil and levelUnlock.level > 1 then
local masteryReq = Icons._MasteryReq(recipeItem.name, levelUnlock.level)
reqVal = rowReq + levelUnlock.level * 0.01
rowReq = Icons._SkillReq(skillName, rowReq) .. '<br/>' .. masteryReq
end
end
table.insert(useArray, {item = itemDef, qty = qty, mats = costDef.itemCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = skillName, reqVal = reqVal, req = rowReq, xp = recipe.baseExperience})
end
end
break
end
end
end
end
end
end
-- Farming
for i, recipe in ipairs(SkillData.Farming.recipes) do
if recipe.seedCost.id == item.id then
local product = Items.getItemByID(recipe.productID)
local mat = {{id = recipe.seedCost.id, qty = recipe.seedCost.quantity}}
local xp = recipe.baseExperience
local rowReq = recipe.level
local category = GameData.getEntityByID(SkillData.Farming.categories, recipe.categoryID)
local qty = 5 * category.harvestMultiplier
table.insert(useArray, {item = {id = product.id, name = product.name}, qty = qty, mats = mat, skill = 'Farming', req = rowReq, xp = xp})
end
end
-- Agility
local obstacles = Agility.getObstaclesForItem(item.id)
for i, obstacle in ipairs(obstacles) do
local itemCosts = {}
for j, itemDef in ipairs(obstacle.itemCosts) do
table.insert(itemCosts, {id = itemDef.id, qty = itemDef.quantity})
end
local req = Agility._getObstacleRequirements(obstacle)
--local objType = (obstacle.category == nil and 'Pillar') or 'Obstacle'
table.insert(useArray, {item = {id = obstacle.id, name = obstacle.name}, qty = 1, mats = itemCosts, gp = obstacle.gpCost, sc = obstacle.scCost, skill = 'Agility', req = req, type = 'skill'})
end
-- Summoning
for i, recipe in ipairs(SkillData.Summoning.recipes) do
local recipeGPCost = SkillData.Summoning.recipeGPCost
local useShards = false
local recipeItem = nil
for j, itemCost in ipairs(recipe.itemCosts) do
if itemCost.id == item.id then
useShards = true
break
end
end
-- Non-shard items
for j, nonShardItemID in ipairs(recipe.nonShardItemCosts) do
if useShards or nonShardItemID == item.id then
-- Item is used in this particular synergy recipe
if recipeItem == nil then
recipeItem = Items.getItemByID(recipe.productID)
end
local nonShardItem = Items.getItemByID(nonShardItemID)
local itemValue = math.max(nonShardItem.sellsFor, 20)
local nonShardQty = math.max(1, math.floor(recipeGPCost / itemValue))
local recipeCosts = Shared.clone(recipe.itemCosts)
local recipeCosts = {}
for k, itemCost in ipairs(recipe.itemCosts) do
table.insert(recipeCosts, {id = itemCost.id, qty = itemCost.quantity})
end
table.insert(recipeCosts, {id = nonShardItemID, qty = nonShardQty})
table.insert(useArray, {item = {id = recipeItem.id, name = recipeItem.name}, qty = recipe.baseQuantity, mats = recipeCosts, gp = recipe.gpCost, sc = recipe.scCost, skill = 'Summoning', req = recipe.level, xp = recipe.baseExperience})
end
end
end
--Handle shop purchases using Module:Shop
local shopUses = Shop.getItemCostArray(item.id)
for i, purchase in ipairs(shopUses) do
local rowReq = Shop.getRequirementString(purchase.unlockRequirements)
local iconType = (purchase.contains.items ~= nil and not Shared.tableIsEmpty(purchase.contains.items) and 'item') or 'upgrade'
local gpCost = Shop.getCurrencyCostString(purchase.cost, 'gp')
local scCost = Shop.getCurrencyCostString(purchase.cost, 'slayerCoins')
local rcCost = Shop.getCurrencyCostString(purchase.cost, 'raidCoins')
table.insert(useArray, {item = {name = Shop._getPurchaseName(purchase)}, qty = 1, mats = purchase.cost.items, skill = 'Shop', req = rowReq, xp = 'N/A', gp = gpCost, sc = scCost, rc = rcCost, type = iconType})
end
--Finally build the table using what we've learned
table.sort(useArray, function(a, b)
local aReqVal = a.reqVal ~= nil and a.reqVal or a.req
local bReqVal = b.reqVal ~= nil and b.reqVal or b.req
if a.skill ~= b.skill then
return a.skill < b.skill
elseif type(aReqVal) ~= type(bReqVal) then
return tostring(aReqVal) < tostring(bReqVal)
elseif aReqVal ~= bReqVal then
return aReqVal < bReqVal
else
return a.item.name < b.item.name
end
end)
local resultPart = {}
if not Shared.tableIsEmpty(useArray) then
local typeTextList = {
["Shop"] = Icons.Icon({'Shop'}),
["Upgrade"] = '[[Upgrading Items|Upgrade]]'
}
-- Header
table.insert(resultPart, '{| class="wikitable stickyHeader sortable"')
table.insert(resultPart, '\r\n|- class="headerRow-0"')
table.insert(resultPart, '\r\n!colspan=2|Item Created!!Type!!Requirements!!XP!!Ingredients')
-- Rows
for i, row in ipairs(useArray) do
local qty = row.qty ~= nil and row.qty or 1
local iconType = row.type ~= nil and row.type or 'item'
local iconName = row.item.name
if row.skill == 'Agility' then
iconName = 'Agility'
end
local typeName = row.skill ~= nil and row.skill or ''
local typeText = typeTextList[typeName] or Icons.Icon({typeName, type='skill'}) or ''
local reqVal, reqText = row.reqVal, 'None'
if type(row.req) == 'number' then
reqVal = row.req
reqText = Icons._SkillReq(typeName, row.req)
elseif type(row.req) == 'string' then
reqText = row.req
end
local xpVal, xpText = 0, 'N/A'
if type(row.xp) == 'string' then
xpText = row.xp
elseif type(row.xp) == 'number' then
xpVal = row.xp
xpText = Shared.formatnum(row.xp) .. ' ' .. Icons.Icon({typeName, type='skill', notext=true}) .. ' XP'
end
local matRow = {}
if type(row.mats) == 'table' then
for j, itemCost in ipairs(row.mats) do
local matItemID = itemCost.id or itemCost[1] or -1
local matItem = Items.getItemByID(matItemID)
local matQty = itemCost.qty or itemCost[2] or 1
if matItem == nil then
table.insert(matRow, 'ERROR: Failed to find item with ID ' .. itemCost.id .. '[[Category:Pages with script errors]]')
elseif type(matQty) == 'number' then
table.insert(matRow, Icons.Icon({matItem.name, type='item', qty=matQty}))
else
table.insert(matRow, Icons.Icon({matItem.name, type='item'}))
end
end
end
if row.gp ~= nil then
local gpText = nil
if type(row.gp) == 'number' and row.gp > 0 then
gpText = Icons.GP(row.gp)
elseif type(row.gp) == 'string' then
gpText = row.gp
end
table.insert(matRow, gpText)
end
if row.sc ~= nil then
local scText = nil
if type(row.sc) == 'number' and row.sc > 0 then
scText = Icons.GP(row.sc)
elseif type(row.sc) == 'string' then
scText = row.sc
end
table.insert(matRow, scText)
end
if row.rc ~= nil then
local rcText = nil
if type(row.rc) == 'number' and row.rc > 0 then
rcText = Icons.GP(row.rc)
elseif type(row.rc) == 'string' then
rcText = row.rc
end
table.insert(matRow, rcText)
end
-- Item created
table.insert(resultPart, '\r\n|-\r\n|data-sort-value="' .. row.item.name .. '"| ')
table.insert(resultPart, Icons.Icon({iconName, row.item.name, type=iconType, notext=true, size=50}))
table.insert(resultPart, '\r\n| ')
if qty > 1 then
table.insert(resultPart, "'''" .. Shared.formatnum(qty) .. "x''' ")
end
table.insert(resultPart, Icons.Icon({iconName, row.item.name, type=iconType, noicon=true}))
-- Type
table.insert(resultPart, '\r\n|data-sort-value="' .. typeName .. '"| ' .. typeText)
-- Requirements
table.insert(resultPart, '\r\n|style="text-align:right;"')
if row.reqVal ~= nil then
table.insert(resultPart, ' data-sort-value="' .. reqVal .. '"')
end
table.insert(resultPart, '| ' .. reqText)
-- XP
table.insert(resultPart, '\r\n|style="text-align:right;" data-sort-value="' .. xpVal .. '"| ' .. xpText)
-- Ingredients
table.insert(resultPart, '\r\n| ' .. table.concat(matRow, '<br/>'))
end
table.insert(resultPart, '\r\n|}')
end
local spellUseTable = p._getSpellUseTable(item)
if spellUseTable ~= nil and spellUseTable ~= '' then
table.insert(resultPart, '\r\n===' .. Icons.Icon({'Magic', type='skill', size=30}) .. '===\r\n' .. spellUseTable)
end
if Shared.tableIsEmpty(resultPart) then
return ''
else
return '==Uses==\r\n' .. table.concat(resultPart)
end
end
function p.getItemUseTable(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._getItemUseTable(item)
end
function p._getSpellUseTable(item)
local spellList = Magic.getSpellsUsingItem(item.id, true)
--Bail immediately if no spells are found
if Shared.tableIsEmpty(spellList) then
return ''
end
local resultPart = {}
table.insert(resultPart, '{|class="wikitable sortable"\r\n!colspan="2"|Spell')
table.insert(resultPart, '!!Requirements')
table.insert(resultPart, '!!Type!!style="width:275px"|Description')
table.insert(resultPart, '!!Runes')
for i, spell in pairs(spellList) do
local rowPart = {}
table.insert(rowPart, '\r\n|-\r\n|data-sort-value="'..spell.name..'"|')
local iconType = Magic._getSpellIconType(spell)
table.insert(rowPart, Icons.Icon({spell.name, type=iconType, notext=true, size=50}))
table.insert(rowPart, '||'..Icons.Icon({spell.name, type=iconType, noicon=true}))
table.insert(rowPart, '||data-sort-value="'..spell.level..'"|'..Magic._getSpellRequirements(spell))
table.insert(rowPart, '||data-sort-value="'..spell.spellbook..'"|')
table.insert(rowPart, Magic.getSpellTypeLink(spell.spellbook))
table.insert(rowPart, '||'..Magic._getSpellStat(spell, 'description'))
table.insert(rowPart, '||style="text-align:center"|')
table.insert(rowPart, Magic._getSpellRunes(spell))
table.insert(resultPart, table.concat(rowPart))
end
--Add the table end and add the table to the result string
table.insert(resultPart, '\r\n|}')
return table.concat(resultPart)
end
function p.getSpellUseTable(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._getSpellUseTable(item)
end
--[==[
-- Uncomment this block and execute 'p.test()' within the debug console
-- to test after making changes
function p.test()
local checkItems = {
'Gold Bar',
'Raw Shrimp',
'Coal Ore',
'Rune Platebody',
'Arrow Shafts',
'Garum Seeds',
'Rune Essence',
'Runite Bar',
'Water Rune',
'Steam Rune',
'Controlled Heat Potion II',
'Wolf',
'Cyclops',
'Leprechaun',
'Redwood Logs',
'Carrot Cake',
'Carrot Cake (Perfect)',
'Mantalyme Herb',
'Carrot',
'Topaz',
'Rune Essence',
'Infernal Claw',
'Chapeau Noir',
'Stardust',
'Rope',
'Ancient Ring of Mastery',
'Mysterious Stone',
'Mastery Token (Cooking)',
'Gem Gloves',
'Basic Bag'
}
local checkFuncs = {
p.getItemUses,
p.getItemUseTable
}
local errCount = 0
for i, item in ipairs(checkItems) do
local param = {args={item}}
mw.log('=' .. item .. '=')
for j, func in ipairs(checkFuncs) do
local callSuccess, retVal = pcall(func, param)
if not callSuccess then
errCount = errCount + 1
mw.log('Error with item "' .. item .. '": ' .. retVal)
else
mw.log(retVal)
end
end
end
if errCount == 0 then
mw.log('Test successful')
else
mw.log('Test failed with ' .. errCount .. ' failures')
end
end
--]==]
return p