Module:Items

Revision as of 19:11, 28 September 2020 by Falterfire (talk | contribs) (Added linebreaks to p.getItemSources)

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 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 Icons = require('Module:Icons')

local EasterEggs = {'Amulet of Calculated Promotion', 'Clue Chasers Insignia', '8', 'Lemon'}
local OtherShopItems = {'Cooking Gloves', 'Mining Gloves', 'Gem Gloves', 'Smithing Gloves', 'Thieving Gloves'}
--This is hardcoded, so there's no easy way to scrape it. Hopefully it doesn't change
local GemTable = {["Topaz"] = {name = 'Topaz', id = 128, chance = 50}, 
                  ["Sapphire"] = {name = "Sapphire", id = 129, chance = 17.5}, 
                  ["Ruby"] = {name = "Ruby", id = 130, chance = 17.5}, 
                  ["Emerald"] = {name = "Emerald", id = 131, chance = 10}, 
                  ["Diamond"] = {name = "Diamond", id = 132, chance = 5}}
--The base chance to receive a gem while mining
local GemChance = .01
--The number of different fishing junk items
local junkCount = 8

local specialFishWt = 6721
local specialFishLoot = {{129, 2000}, {130, 1600}, {131, 1400}, {132, 1000}, {133, 400}, {668, 10}, {669, 10}, {671, 1}, {670, 50}, {121, 250}}

function p.buildSpecialFishingTable()
  --This shouldn't ever be included in a page
  --This is for generating the above 'specialFishLoot' variable if it ever needs to change
  --To re-run, edit the module, type in "console.log(p.buildSpecialFishingTable())" and copy+paste the result as the new value of the variable
  --Also gives you the total fishing weight for saving time later
  local lootArray = {}
  local totalWt = 0

  for i, item in pairs(ItemData.Items) do
    if item.fishingCatchWeight ~= nil then
      totalWt = totalWt + item.fishingCatchWeight
      table.insert(lootArray, '{'..i..', '..item.fishingCatchWeight..'}')
    end
  end

  local result = 'local specialFishWt = '..totalWt..'\r\n'
  result = result..'local specialFishLoot = {'..table.concat(lootArray, ', ')..'}'
  return result
end

function p.getItemByID(ID)
  local result = Shared.clone(ItemData.Items[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.Items) 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
      break
    end
  end
  return result
end

function p._getItemStat(item, StatName, ZeroIfNil)
  local result = item[StatName]
  --Special Overrides:
  if StatName == 'stabAttackBonus' then
    if item.attackBonus == 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', nolink='true'})
  elseif item.type == 'Ranged Weapon' then
    return Icons.Icon({'Ranged', type='skill', nolink='true'})
  elseif item.type == 'Magic Staff' or item.type == 'Magic Wand' then
    return Icons.Icon({'Magic', type='skill', nolink='true'})
  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 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
    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.miningLevel ~= nil then
    skill = 'Mining'
    lvl = item.miningLevel
    time = 3
    xp = item.miningXP
    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[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

  if Shared.tableCount(tables) == 0 then
    return "Failed to find creation requirements for this (Possibly the module isn't properly updated for this skill)"
  else
    return table.concat(tables, '\r\n<br/>')
  end
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.Icon({skill, type="skill", notext="true"}).." '''"..lvl.."''' [["..skill.."]]"
  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|'
    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
  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._getItemSources(item)
  local result = nil
  local lineArray = {}

  --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 count1 = 0
  for i, monster in pairs(MonsterData.Monsters) do
    local isDrop = false
    if monster.bones == item.id 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
      count1 = count1 + 1
      if string.len(killStr) > 0 then
        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
  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
            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
          if count2 % 3 == 1 and count2 > 1 then upgradeStr = upgradeStr..'<br/>' end
          upgradeStr = upgradeStr..','..Icons.Icon({item2.name, type="item", notext="true"})
        else
          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
          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
          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
          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.miningLevel ~= nil then
    table.insert(lineArray, Icons._SkillReq("Mining", item.miningLevel))
  end

  --FishCheck:
  if (item.category == "Fishing" and (item.type == "Junk" or item.type == "Special")) then
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
  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

  --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 both mining & fishing
  if item.type == 'Gem' then
    table.insert(lineArray, Icons._SkillReq("Fishing", 1))
    table.insert(lineArray, Icons._SkillReq("Mining", 1))
  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(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(EasterEggs, item.name) then
    table.insert(lineArray, '[[Easter Eggs]]')
  end

  return table.concat(lineArray, "<br/>")
end


function p.getItemSources(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._getItemSources(item)
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
      local sourceTxt = Icons.Icon({monster.name, type='monster'})
      table.insert(dropRows, {source = sourceTxt, type = '[[Monster]]', minqty = minqty, qty = qty, chance = chance})
    end
  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 = 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 / 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 / junkCount
    table.insert(dropRows, {source = fishSource, type = fishType, minqty = 1, qty = 1, chance = thisChance})
  end
  
  
  table.sort(dropRows, function(a, b) return a.qty * a.chance > b.qty * 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 = p.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.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
  mw.log("Type = "..(type ~= nil and type or '')..", Slot = "..(slot ~= nil and slot or '')..", AmmoType = "..(ammoType ~= nil and ammoType or ''))
  

  --Getting some lists set up here that will be used later
  --First, the list of columns used by both weapons & armour
  local statColumns = {'slashAttackBonus', 'stabAttackBonus','blockAttackBonus','rangedAttackBonus', 'magicAttackBonus', 'strengthBonus', 'rangedStrengthBonus', 'magicDamageBonus', 'defenceBonus', 'rangedDefenceBonus', 'magicDefenceBonus'}
  --Then the lists for just weapons/just armour
  local weaponStatColumns = {'attackLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'} 
  local armourStatColumns = {'damageReduction', 'defenceLevelRequired', 'rangedLevelRequired', 'magicLevelRequired'}
  --Then the list of weapon types
  local weaponTypes = {'Magic Staff', 'Magic Wand', 'Ranged Weapon', 'Weapon'}

  local isWeaponType = Shared.contains(weaponTypes, type)
  
  --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 an extra column here for Attack Speed
    result = result..'\r\n!colspan="3"|'
  else
    result = result..'\r\n!colspan="2"|'
  end
  result = result..'\r\n!colspan="5"style="padding:0 0.5em 0 0.5em;"|Attack Bonus'
  result = result..'\r\n!colspan="2"style="padding:0 0.5em 0 0.5em;"|Strength Bonus'
  result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|% Damage Bonus'
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Defence Bonus'
  if isWeaponType then
    --Weapons have an extra columns here for "Two Handed?"
    result = result..'\r\n!colspan="1"|'
  else
    --Only armour pieces have DR right now, so ignore that column for weapons
    result = result..'\r\n!colspan="1"style="padding:0 0.5em 0 0.5em;"|Damage Reduction'
  end
  result = result..'\r\n!colspan="3"style="padding:0 0.5em 0 0.5em;"|Levels Required'
  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'
  end
  --Attack bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Strength bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Strength', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Defence bonuses
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --Damage Reduction/Defence Req for armour, 2-handed/Attack Req for weapons
  if isWeaponType then
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Two Handed?'
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Attack', type='skill', notext='true'})
  else
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
    result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Defence', type='skill', notext='true'})
  end
  --Then Ranged/Magic requirements
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Ranged', type='skill', notext='true'})
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|'..Icons.Icon({'Magic', type='skill', notext='true'})
  --And finally Sources
  result = result..'\r\n!style="padding:0 1em 0 0.5em;"|Sources'

  --And with all the header out of the way, finally time to actually build the table itself.
  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

  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)
      for j, statName in pairs(statColumns) do
        local statValue = p._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
      --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
      --Now the weapon exclusive columns
      for j, statName in pairs(weaponStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        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..p._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 = p._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
      --That's the first list out of the way, now for armour specific things
      for j, statName in pairs(armourStatColumns) do
        local statValue = p._getItemStat(item, statName, true)
        result = result..'\r\n| style ="text-align: right;padding: 0 0.5em 0 0;'
        if j == 1 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..p._getItemSources(item)
    end
  end

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

return p