Module:Items/ComparisonTables
From Melvor Idle
Documentation for this module may be created at Module:Items/ComparisonTables/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')
local ItemSourceTables = require('Module:Items/SourceTables')
local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}
function p._getEquipmentTable(itemList)
--Getting some lists set up here that will be used later
--First, the list of columns used by both weapons & armour
local statColumns = {'stabAttackBonus', 'slashAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus', 'damageReduction', 'attackLevelRequired', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
if(Shared.tableCount(itemList) == 0) then
return 'ERROR: you must select at least one item to get stats for'
end
local isWeaponType = Shared.contains(weaponTypes, itemList[1].type)
--Now that we have a preliminary list, let's figure out which columns are irrelevant (IE are zero for all items in the selection)
local ignoreColumns = Shared.clone(statColumns)
for i, item in pairs(itemList) do
local ndx = 1
while Shared.tableCount(ignoreColumns) >= ndx do
if Items._getItemStat(item, ignoreColumns[ndx], true) ~= 0 then
table.remove(ignoreColumns, ndx)
else
ndx = ndx + 1
end
end
end
--Now to remove the ignored columns (and also we need to track groups like defence bonuses to see how many remain)
local attBonusCols = 5
local strBonusCols = 2
local defBonusCols = 3
local lvlReqCols = 4
local ndx = 1
while Shared.tableCount(statColumns) >= ndx do
local colName = statColumns[ndx]
if Shared.contains(ignoreColumns, colName) then
if Shared.contains(colName, 'AttackBonus') then attBonusCols = attBonusCols - 1 end
if Shared.contains(colName, 'trengthBonus') then strBonusCols = strBonusCols - 1 end
if Shared.contains(colName, 'efenceBonus') then defBonusCols = defBonusCols - 1 end
if Shared.contains(colName, 'LevelRequired') then lvlReqCols = lvlReqCols - 1 end
table.remove(statColumns, ndx)
else
ndx = ndx + 1
end
end
--Alright, let's start the table by building the shared header
local result = '{| class="wikitable sortable stickyHeader"\r\n|-class="headerRow-0"'
if isWeaponType then
--Weapons have extra columns here for Attack Speed and "Two Handed?"
result = result..'\r\n!colspan="4"|'
else
result = result..'\r\n!colspan="2"|'
end
if attBonusCols > 0 then
result = result..'\r\n!colspan="'..attBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
end
if strBonusCols > 0 then
result = result..'\r\n!colspan="'..strBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Str. Bonus'
end
if Shared.contains(statColumns, 'magicDamageBonus') then
result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
end
if defBonusCols > 0 then
result = result..'\r\n!colspan="'..defBonusCols..'"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
end
if Shared.contains(statColumns, 'damageReduction') then
result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|DR'
end
if lvlReqCols > 0 then
result = result..'\r\n!colspan="'..lvlReqCols..'"style="padding:0 0.5em 0 0.5em;"|Lvl Req'
end
result = result..'\r\n!colspan="1"|'
--One header row down, one to go
result = result..'\r\n|-class="headerRow-1"'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Item'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Name'
--Weapons have Attack Speed here
if isWeaponType then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Attack Speed'
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
end
--Attack bonuses
if Shared.contains(statColumns, 'slashAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'stabAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'blockAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicAttackBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
--Strength bonuses
if Shared.contains(statColumns, 'strengthBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedStrengthBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicDamageBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
--Defence bonuses
if Shared.contains(statColumns, 'defenceBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedDefenceBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicDefenceBonus') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'damageReduction') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
--Level requirements
if Shared.contains(statColumns, 'attackLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'defenceLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'rangedLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
end
if Shared.contains(statColumns, 'magicLevelRequired') then
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
end
--And finally Sources
result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'
table.sort(itemList, function(a, b) return a.id < b.id end)
for i, item in pairs(itemList) do
if isWeaponType then
--Building rows for weapons
result = result..'\r\n|-'
result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;" |'..Shared.formatnum(item.attackSpeed)
--That's the first list out of the way, now for 2-Handed
result = result..'\r\n| style ="text-align: right;"|'
if item.isTwoHanded then result = result..'Yes' else result = result..'No' end
for j, statName in pairs(statColumns) do
local statValue = Items._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
if not Shared.contains(statName, 'LevelRequired') then
if statValue > 0 then
result = result..'background-color:lightgreen;'
elseif statValue < 0 then
result = result..'background-color:lightpink;'
end
end
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--Finally, the Sources
result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
result = result..ItemSourceTables._getItemSources(item)
else
--Building rows for armour
result = result..'\r\n|-'
result = result..'\r\n|style ="text-align: left;padding: 0 0 0 0;"|'..Icons.Icon({item.name, type='item', size=50, notext=true})
result = result..'\r\n|style ="text-align: left;padding: 0 0.5em 0 0.5em;"|[['..item.name..']]'
for j, statName in pairs(statColumns) do
local statValue = Items._getItemStat(item, statName, true)
result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
if statValue > 0 then
result = result..'background-color:lightgreen;'
elseif statValue < 0 then
result = result..'background-color:lightpink;'
end
result = result..'"|'..Shared.formatnum(statValue)
if statName == 'magicDamageBonus' or statName == 'damageReduction' then result = result..'%' end
end
--Finally, the Sources
result = result..'\r\n| style ="text-align: right;white-space: nowrap;padding: 0 0.5em 0 0.5em;" |'
result = result..ItemSourceTables._getItemSources(item)
end
end
result = result..'\r\n|}'
return result
end
function p.getEquipmentTable(frame)
local args = frame.args ~= nil and frame.args or frame
local type = args.type
local tier = args.tier
local slotStr = args.slot
local ammoTypeStr = args.ammoType
local category = args.category ~= nil and args.category or 'Combat'
--Find out what Ammo Type we're working with
local ammoType = nil
if ammoTypeStr ~= nil then
if ammoTypeStr == "Arrows" then
ammoType = 0
elseif ammoTypeStr == 'Bolts' then
ammoType = 1
elseif ammoTypeStr == 'Javelins' then
ammoType = 2
elseif ammoTypeStr == 'Throwing Knives' then
ammoType = 3
end
end
--Find out what slot we're working with
local slot = nil
if slotStr ~= nil then
slot = Constants.equipmentSlot[slotStr]
end
local isWeaponType = Shared.contains(weaponTypes, type)
--Now we need to figure out which items are in this list
local itemList = {}
for i, itemBase in pairs(ItemData.Items) do
local item = Shared.clone(itemBase)
item.id = i - 1
local listItem = false
if isWeaponType then
listItem = item.type == type and item.category == category
if ammoType ~= nil then listItem = listItem and item.ammoTypeRequired == ammoType end
else
--Now for handling armour
if type == "Armour" or type == "Melee" then
listItem = item.defenceLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Armour')
elseif type == "Ranged Armour" or type == "Ranged" then
listItem = item.rangedLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Ranged Armour')
elseif type == "Magic Armour" or type == "Magic" then
listItem = item.magicLevelRequired ~= nil or (item.category == 'Combat' and item.type == 'Magic Armour')
else
listItem = item.type == type and item.category ~= 'Combat'
end
if ammoType ~= nil then listItem = listItem and item.ammoType == ammoType end
if slot ~= nil then listItem = listItem and item.equipmentSlot == slot end
end
if listItem then
table.insert(itemList, item)
end
end
return p._getEquipmentTable(itemList)
end
function p.getTableForList(frame)
local stuffString = frame.args ~= nil and frame.args[1] or frame
local itemNames = Shared.splitString(stuffString, ',')
local itemList = {}
local errMsg = 'ERROR: Some items not found in database: '
local hasErr = false
for i, name in Shared.skpairs(itemNames) do
local nextItem = Items.getItem(Shared.trim(name))
if nextItem == nil then
errMsg = errMsg.." '"..name.."'"
hasErr = true
else
table.insert(itemList, nextItem)
end
end
if hasErr then
return errMsg
else
return p._getEquipmentTable(itemList)
end
end
return p