Module:Monsters

Revision as of 01:30, 22 September 2020 by Falterfire (talk | contribs) (Prevent sorting footer row)

Data is pulled from Module:GameData/data

Tables are in Module:Monsters/Tables


local p = {}

local Constants = mw.loadData('Module:Constants/data')
local MonsterData = mw.loadData('Module:Monsters/data')
local AreaData = mw.loadData('Module:CombatAreas/data')

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

function p.getMonster(name)
  local result = nil
  if name == 'Spider (lv. 51)' or name == 'Spider' then
    return p.getMonsterByID(50)
  elseif name == 'Spider (lv. 52)' or name == 'Spider2' then
    return p.getMonsterByID(51)
  end

  for i, monster in pairs(MonsterData.Monsters) do
    if(monster.name == name) then
      result = Shared.clone(monster)
      --Make sure every monster has an ID, and account for the 1-based indexing of Lua
      result.id = i - 1
    end
  end
  return result
end

function p.getMonsterByID(ID)
  return MonsterData.Monsters[ID + 1]
end

function p.getSpecialAttack(name)
  local result = nil

  for i, attack in pairs(MonsterData.SpecialAttacks) do
    if(attack.name == name) then
      result = Shared.clone(attack)
      --Make sure every monster has an ID, and account for the 1-based indexing of Lua
      result.id = i - 1
    end
  end
  return result
end

function p.getSpecialAttackByID(ID)
  return MonsterData.SpecialAttacks[ID + 1]
end

function p.getMonsterStat(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame[1]
  local StatName = frame.args ~= nil and frame.args[2] or frame[2]
  local monster = p.getMonster(MonsterName)
  if monster == nil then
    return "ERROR: No monster with that name found"
  end

  if StatName == 'HP' then
    return p.getMonsterHP(MonsterName)
  elseif StatName == 'maxHit' then
    return p.getMonsterMaxHit(MonsterName)
  elseif StatName == 'accuracyRating' then
    return p.getMonsterAR(MonsterName)
  elseif StatName == 'meleeEvasionRating' then
    return p.getMonsterER({MonsterName, 'Melee'})
  elseif StatName == 'rangedEvasionRating' then
    return p.getMonsterER({MonsterName, 'Ranged'})
  elseif StatName == 'magicEvasionRating' then
    return p.getMonsterER({MonsterName, 'Magic'})
  end

  return monster[StatName]
end

function p.getMonsterStyleIcon(frame)
  local args = frame.args ~= nil and frame.args or frame
  local MonsterName = args[1]
  local notext = args.notext
  local nolink = args.nolink
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end

  local iconText = ''
  if  monster.attackType == Constants.attackType.Melee then
    iconText = Icons.Icon({'Melee', notext=notext, nolink=nolink})
  elseif monster.attackType == Constants.attackType.Ranged then
    iconText = Icons.Icon({'Ranged', type='skill', notext=notext, nolink=nolink})
  else
    iconText = Icons.Icon({'Magic', type='skill', notext=notext, nolink=nolink})
  end

  return iconText
end

function p.getMonsterHP(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return monster.hitpoints * 10
  else
    return "ERROR: No monster with that name found"
  end
end

function p.getMonsterAttackSpeed(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)
  if monster ~= nil then
    return monster.attackSpeed / 1000
  else
    return "ERROR: No monster with that name found"
  end
end

function p.getMonsterCombatLevel(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end
  
  local base = 0.25 * (monster.defenceLevel + monster.hitpoints)
  local melee = 0.325 * (monster.attackLevel + monster.strengthLevel)
  local range = 0.325 * (1.5 * monster.rangedLevel)
  local magic = 0.325 * (1.5 * monster.magicLevel)
  if melee > range and melee > magic then
    return math.floor(base + melee)
  elseif range > magic then
    return math.floor(base + range)
  else
    return math.floor(base + magic)
  end
end

function p.getMonsterAR(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end
  
  local effAttLvl = 0
  local attBonus = 0
  if monster.attackType == Constants.attackType.Melee then
    effAttLvl = monster.attackLevel + 9
    attBonus = monster.attackBonus + 64
  elseif monster.attackType == Constants.attackType.Ranged then
    effAttLvl = monster.rangedLevel + 9
    attBonus = monster.attackBonusRanged + 64
  elseif monster.attackType == Constants.attackType.Magic then
    effAttLvl = monster.magicLevel + 9
    attBonus = monster.attackBonusMagic + 64
  else
    return "ERROR: This monster has an invalid attack type somehow"
  end

  return effAttLvl * attBonus
end

function p.getMonsterER(frame)
  local args = frame.args ~= nil and frame.args or frame
  local MonsterName = args[1]
  local style = args[2]
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end
  
  local effDefLvl = 0
  local defBonus = 0
  if style == "Melee" then
    effDefLvl = monster.defenceLevel + 9
    defBonus = monster.defenceBonus + 64
  elseif style == "Ranged" then
    effDefLvl = monster.defenceLevel + 9
    defBonus = monster.defenceBonusRanged + 64
  elseif style == "Magic" then
    effDefLvl = math.floor(monster.magicLevel * 0.7 + monster.defenceLevel * 0.3) + 9
    defBonus = monster.defenceBonusMagic + 64
  else
    return "ERROR: Must choose Melee, Ranged, or Magic"
  end
  return effDefLvl * defBonus
end

function p.getMonsterAreas(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with name "..monsterName.." found"
  end

  local result = ''
  for i, area in pairs(AreaData.combatAreas) do
    if Shared.contains(area.monsters, monster.id) then
      if string.len(result) > 0 then result = result..'<br/>' end
      result = result..Icons.Icon({area.areaName, type = 'combatArea'})
    end
  end
  for i, area in pairs(AreaData.slayerAreas) do
    if Shared.contains(area.monsters, monster.id) then
      if string.len(result) > 0 then result = result..'<br/>' end
      result = result..Icons.Icon({area.areaName, type = 'combatArea'})..'[[Category:Slayer Monsters]]'
    end
  end
  for i, area in pairs(AreaData.dungeons) do
    if Shared.contains(area.monsters, monster.id) then
      if string.len(result) > 0 then result = result..'<br/>' end
      result = result..Icons.Icon({area.name, type = 'dungeon'})..'[[Category:Dungeon Monsters]]'
    end
  end
  return result
end

function p.getMonsterMaxHit(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end

  local normalChance = 100
  local specialMaxHit = 0
  local normalMaxHit = p.getMonsterBaseMaxHit(frame)
  if monster.hasSpecialAttack then
    for i, specID in pairs(monster.specialAttackID) do
      local specAttack = p.getSpecialAttackByID(specID)
      if monster.overrideSpecialChances ~= nil then
        normalChance = normalChance - monster.overrideSpecialChances[i]
      else
        normalChance = normalChance - specAttack.chance
      end
      local thisMax = 0
      if specAttack.setDamage ~= nil then
        thisMax = specAttack.setDamage * 10
      else
        thisMax = normalMaxHit
      end
      if thisMax > specialMaxHit then specialMaxHit = thisMax end
    end
  end
  --Ensure that if the monster never does a normal attack, the normal max hit is irrelevant
  if normalChance == 0 then normalMaxHit = 0 end
  return math.max(specialMaxHit, normalMaxHit)
end

function p.getMonsterBaseMaxHit(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end
  
  local effStrLvl = 0
  local strBonus = 0
  if monster.attackType == Constants.attackType.Melee then
    effStrLvl = monster.strengthLevel + 9
    strBonus = monster.strengthBonus
  elseif monster.attackType == Constants.attackType.Ranged then
    effStrLvl = monster.rangedLevel + 9
    strBonus = monster.strengthBonusRanged
  elseif monster.attackType == Constants.attackType.Magic then
    local mSpell = nil
    if monster.selectedSpell ~= nil then mSpell = Magic.getSpellByID(monster.selectedSpell) end
    if mSpell == nil then
      return math.floor(10 * (monster.setMaxHit + (monster.setMaxHit * monster.damageBonusMagic / 100)))
    else
      return math.floor(10 * (mSpell.maxHit + (mSpell.maxHit * monster.damageBonusMagic / 100)))
    end
  else
    return "ERROR: This monster has an invalid attack type somehow"
  end

  --Should only get here for Melee/Ranged, which use functionally the same damage formula
  return math.floor(10 * (1.3 + (effStrLvl/10) + (strBonus / 80) + ((effStrLvl * strBonus) / 640)))
end

function p.getMonsterAttacks(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end

  local result = ''

  local iconText = ''
  local typeText = ''
  if  monster.attackType == Constants.attackType.Melee then
    iconText = Icons.Icon({'Melee', notext=true})
    typeText = 'Melee'
  elseif monster.attackType == Constants.attackType.Ranged then
    iconText = Icons.Icon({'Ranged', type='skill', notext=true})
    typeText = 'Ranged'
  else
    iconText = Icons.Icon({'Magic', type='skill', notext=true})
    typeText = 'Magic'
  end

  local normalAttackChance = 100
  if monster.hasSpecialAttack then
    for i, specID in pairs(monster.specialAttackID) do
      local specAttack = p.getSpecialAttackByID(specID)
      local attChance = 0
      if monster.overrideSpecialChances ~= nil then
        attChance = monster.overrideSpecialChances[i]
      else
        attChance = specAttack.chance
      end
      normalAttackChance = normalAttackChance - attChance

      result = result..'\r\n* '..attChance..'% '..iconText..' '..specAttack.name..'\r\n** '..specAttack.description
    end
  end
  if normalAttackChance == 100 then
    result = iconText..'1-'..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'
  elseif normalAttackChance > 0 then
    result = '* '..normalAttackChance..'% '..iconText..'1-'..p.getMonsterBaseMaxHit(frame)..' '..typeText..' Damage'..result
  end
  return result
end

function p.getMonsterCategories(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end

  local result = '[[Category:Monsters]]'
  
  if monster.attackType == Constants.attackType.Melee then
    result = result..'[[Category:Melee Monsters]]'
  elseif monster.attackType == Constants.attackType.Ranged then
    result = result..'[[Category:Ranged Monsters]]'
  elseif monster.attackType == Constants.attackType.Magic then
    result = result..'[[Category:Magic Monsters]]'
  end

  if monster.hasSpecialAttack then
    result = result..'[[Category:Monsters with Special Attacks]]'
  end
  return result
end

function p.getMonsterDrops(frame)
  local MonsterName = frame.args ~= nil and frame.args[1] or frame
  local monster = p.getMonster(MonsterName)

  if monster == nil then
    return "ERROR: No monster with that name found"
  end

  local result = ''

  if monster.bones ~= nil then
    local bones = Items.getItemByID(monster.bones)
    result = result.."'''Always Drops:'''"
    result = result..'\r\n{|class="wikitable"'
    result = result..'\r\n!Item !! Qty'
    result = result..'\r\n|-\r\n|'..Icons.Icon({bones.name, type='item'})
    result = result..'||'..(monster.boneQty ~= nil and monster.boneQty or 1)..'\r\n'..'|}'
  end

  if monster.lootTable ~= nil then
    local lootChance = monster.lootChance ~= nil and monster.lootChance or 100
    local multiDrop = Shared.tableCount(monster.lootTable) > 1
    local totalWt = 0
    for i, row in pairs(monster.lootTable) do
      totalWt = totalWt + row[2]
    end

    result = result.."'''Loot:'''"
    result = result..'\r\n{|class="wikitable sortable"'
    result = result..'\r\n!Item!!Qty'
    --if multiDrop then result = result..'!!Weight' end

    result = result..'!!Chance'
    --Sort the loot table by weight in descending order
    table.sort(monster.lootTable, function(a, b) return a[2] > b[2] end)
    for i, row in pairs(monster.lootTable) do
      local thisItem = Items.getItemByID(row[1])
      result = result..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})..'||'
      if row[3] > 1 then result = result.. '1 - ' end
      result = result..row[3]
      --if multiDrop then result = result..'||'..row[2]  end

      local dropChance = (row[2] / totalWt * lootChance)
      result = result..'||style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%'
    end
    if multiDrop then
      --result = result..'\r\n|-\r\n|colspan="2"|Total:||'..Shared.formatnum(totalWt)..'||'..lootChance..'%'
      result = result..'\r\n|-class="sortbottom" \r\n!colspan="2"|Total:\r\n|style="text-align:right"|'..lootChance..'.00%'
    end
    result = result..'\r\n|}'


    if monster.dropCoins ~= nil then
      local gpTxt = Icons.GP(monster.dropCoins[1], monster.dropCoins[2])
      if lootChance == 100 then
        result = result.."\r\nThe player will also receive "..gpTxt
      else
        result = result.."\r\nIf loot is received, the player will also receive "..gpTxt
      end
    end
  end

  return result
end

return p